diff --git a/apps/frontend/src/public/news/feed/rss.xml b/apps/frontend/src/public/news/feed/rss.xml
index 1c643f60..a7b8bd53 100644
--- a/apps/frontend/src/public/news/feed/rss.xml
+++ b/apps/frontend/src/public/news/feed/rss.xml
@@ -4,7 +4,7 @@
https://modrinth.com/news/
@modrinth/blog
- Thu, 28 Aug 2025 20:59:59 GMT
+ Fri, 29 Aug 2025 13:12:22 GMT
@@ -12,8 +12,8 @@
https://modrinth.com/news/article/new-environments/
https://modrinth.com/news/article/new-environments/
- Thu, 28 Aug 2025 07:00:00 GMT
- <![CDATA[<p><strong>Hey creators!</strong></p><p>Over the years, we've taken in lots of feedback regarding how we identify client-side and server-side mods and modpacks on Modrinth. It's a surprisingly nuanced issue, and careful consideration has finally led us to implementing a new system that fixes many of the issues with the old one.</p><h2>What do I need to do?</h2><p>If you want to jump right into what you need to do now, just visit your <a href="/dashboard/projects" rel="noopener nofollow ugc">Projects page</a> and look for any of your mod or modpack projects with an orange warning button next to the settings button. This will take you to the new Environments page in your project's settings with a bunch of different options for configuring your project's environment.</p><p><img src="./env-settings.webp" alt="Screenshot of the new Modrinth Environment settings page. A warning message explains that the environment system has been updated. Options are listed with radio buttons, including Client-side only (selected), Server-side only, Client and server, and Singleplayer only, each with descriptions and sub-options."></p><p><strong>If you do not verify your environments, in the future a warning may display on your project to inform users that the environment information may be outdated or incorrect.</strong></p><p>Read on to learn more about why we've made this change and for a more thorough explanation of each option, in case you find any of them confusing.</p><h2>What was wrong with the old system?</h2><p>Originally, Modrinth's environment metadata came in the form of two fields for Client-side and Server-side compatibility. Each option could be set to 'Required', 'Optional', or 'Unsupported'. This did the job, but it left some ambiguities and led to many confused creators mis-labeling their mods.</p><ol><li><strong>Certain combinations of options don't make logical sense</strong>, such as both sides being 'Unsupported', or one side being 'Optional' and the other being 'Unsupported'. To some people, they may feel that since <em>installing</em> the mod is optional, that might be a logical choice, when users and automated tools might be expecting it to be labeled as 'Required'</li><li><strong>Terms like 'Unsupported' are interpreted differently</strong> by different people. If something is 'Unsupported' on the server-side, does that mean it crashes when installed on a server?</li><li><strong>Most server-side only mods also work in Singleplayer</strong>, even if they don't perform any functions on the client-side directly. Some creators of server-sided mods chose to mark client-side as 'Optional' because of this, even if it did absolutely nothing on the client-side because in order to use it in Singleplayer, you technically install it on the "client"</li><li><strong>Not all real-world combinations even could be represented</strong> by this old system. There are some mods that only make sense in a singleplayer environment, or some that only make sense on dedicated servers and <em>not</em> in Singleplayer.</li><li><strong>Conflicting information is out there</strong> on what exactly these terms meant. The website told creators to treat the client and server as the <em>logical</em> client and servers, but some other people's guides and tooling treated them as referring to the <em>physical</em> client and server. This includes the Modrinth Pack (.mrpack) specification, which confusingly uses the same required/optional/unsupported terminology to refer to the physical sides when defining which files should be installed in the client and server distributions.</li></ol><h2>How does the new system work?</h2><p>The new system enumerates all expected use-cases into distinct options that can be handled in unique ways by tools like launchers, mod managers, and modpack assemblers.</p><p>The new options are as follows:</p><ul><li><strong>Client-side only</strong> (<code>client_only</code>)<ul><li>All functionality is performed exclusively on the client side. Should be compatible with vanilla servers.</li><li>Example: <a href="/mod/modmenu" rel="noopener nofollow ugc">Mod Menu</a>. It only adds a menu to view the list of mods installed on your client, which doesn't need to be installed on the server.</li></ul></li><li><strong>Server-side only / Works in singleplayer</strong> (<code>server_only</code>)<ul><li>All functionality is performed exclusively on the server side. Should be compatible with vanilla clients if only installed on the server. Also works in Singleplayer.</li><li>Example: <a href="/mod/yungs-bridges" rel="noopener nofollow ugc">YUNG's Bridges</a>. It only adds structures which don't need to be present on the client-side.</li></ul></li><li><strong>Server-side only / Dedicated server only</strong> (<code>dedicated_server_only</code>)<ul><li>Only runs on a dedicated server, and not in Singleplayer.</li><li>Example: <a href="/mod/better-fabric-console" rel="noopener nofollow ugc">Better Fabric Console</a>. Its functionality does not work in singleplayer, because it modifies the dedicated server console.</li></ul></li><li><strong>Client and server / Required on both</strong> (<code>client_and_server</code>)<ul><li>Must be installed on both the client and server.</li><li>Example: <a href="/mod/cobblemon" rel="noopener nofollow ugc">Cobblemon</a>. It adds entities, blocks, and items that need to be on both the client and server to work.</li></ul></li><li><strong>Client and server / Optional on client</strong> (<code>server_only_client_optional</code>)<ul><li>Must be on the server, but can be on the client as well for enhanced functionality</li><li>Example: <a href="/mod/polymer" rel="noopener nofollow ugc">Polymer</a>. It functions on the server-side, but if installed on the client it can improve the experience when playing on a server running Polymer.</li></ul></li><li><strong>Client and server / Optional on server</strong> (<code>client_only_server_optional</code>)<ul><li>Must be on the client, but can be on the server as well for enhanced functionality</li><li>Example: <a href="/mod/appleskin" rel="noopener nofollow ugc">AppleSkin</a>. It functions on the client-side, but if installed on the server it can provide more accurate saturation information.</li></ul></li><li><strong>Client or server / Works best on both</strong> (<code>client_or_server_prefers_both</code>)<ul><li>Can be installed on just the client or just the server to function, but functionality is enhanced when it is on both.</li><li>Example: <a href="/mod/no-chat-reports" rel="noopener nofollow ugc">No Chat Reports</a>. The mod functions on just the client or just the server, but each comes with drawbacks. For the best functionality, you need to install it on both.</li></ul></li><li><strong>Client or server / Works the same on either</strong> (<code>client_or_server</code>)<ul><li>Can be installed on just the client or just the server, and either one would enable full functionality. There would be no reason to install it on both.</li><li>Example: <a href="/mod/entity-view-distance" rel="noopener nofollow ugc">Entity View Distance</a>. It lets you perform the same functionality of limiting entity view distance on either the client or the server.</li></ul></li><li><strong>Singleplayer only</strong> (<code>singleplayer_only</code>)<ul><li>Only works in Singleplayer, does not function in a Multiplayer environment.</li><li>Example: <a href="/mod/lan-server-properties" rel="noopener nofollow ugc">LAN Server Properties</a>. It modifies a feature that only exists in Singleplayer, the Open to LAN menu.</li></ul></li></ul><h2>What's next</h2><p>This is a great first step towards us fixing many common issues that have been affecting Modrinth users, such as:</p><ul><li>Client-side mods being installed to Modrinth Servers, causing crashes</li><li>Modpack exporting in Modrinth App and other launchers using the Modrinth API such as Prism Launcher, MultiMC, and ATLauncher not having accurate and reliable metadata to pull from in order to build universal client and server Modrinth Pack files.</li></ul><p>However, this is just the first step. Before we can improve the tooling around creating and using modpacks, we need as many Modrinth projects as possible to have accurate metadata.</p><p>Currently, the new environment metadata is also only available in the experimental API v3, which is <em>not</em> intended for general use. When we're ready, we plan to integrate this metadata into API v2, so that it can be used in production by third parties. For now, developers using the Modrinth API should not worry about these environment changes, just keep them in mind for the future.</p><p>Thank you all for continuing to support Modrinth!</p><p><strong>Prospector</strong><br><em>Founding Software Engineer</em></p>]]>
+ Thu, 28 Aug 2025 23:50:00 GMT
+ <![CDATA[<p><strong>Hey creators!</strong></p><p>Over the years, we've taken in lots of feedback regarding how we identify client-side and server-side mods and modpacks on Modrinth. It's a surprisingly nuanced issue, and careful consideration has finally led us to implementing a new system that fixes many of the issues with the old one.</p><h2>What do I need to do?</h2><p>If you want to jump right into what you need to do now, just visit your <a href="/dashboard/projects" rel="noopener nofollow ugc">Projects page</a> and look for any of your mod or modpack projects with an orange warning button next to the settings button. This will take you to the new Environments page in your project's settings with a bunch of different options for configuring your project's environment.</p><p><img src="/news/article/new-environments/env-settings.webp" alt="Screenshot of the new Modrinth Environment settings page. A warning message explains that the environment system has been updated. Options are listed with radio buttons, including Client-side only (selected), Server-side only, Client and server, and Singleplayer only, each with descriptions and sub-options."></p><p><strong>If you do not verify your environments, in the future a warning may display on your project to inform users that the environment information may be outdated or incorrect.</strong></p><p>Read on to learn more about why we've made this change and for a more thorough explanation of each option, in case you find any of them confusing.</p><h2>What was wrong with the old system?</h2><p>Originally, Modrinth's environment metadata came in the form of two fields for Client-side and Server-side compatibility. Each option could be set to 'Required', 'Optional', or 'Unsupported'. This did the job, but it left some ambiguities and led to many confused creators mis-labeling their mods.</p><ol><li><strong>Certain combinations of options don't make logical sense</strong>, such as both sides being 'Unsupported', or one side being 'Optional' and the other being 'Unsupported'. To some people, they may feel that since <em>installing</em> the mod is optional, that might be a logical choice, when users and automated tools might be expecting it to be labeled as 'Required'</li><li><strong>Terms like 'Unsupported' are interpreted differently</strong> by different people. If something is 'Unsupported' on the server-side, does that mean it crashes when installed on a server?</li><li><strong>Most server-side only mods also work in Singleplayer</strong>, even if they don't perform any functions on the client-side directly. Some creators of server-sided mods chose to mark client-side as 'Optional' because of this, even if it did absolutely nothing on the client-side because in order to use it in Singleplayer, you technically install it on the "client"</li><li><strong>Not all real-world combinations even could be represented</strong> by this old system. There are some mods that only make sense in a singleplayer environment, or some that only make sense on dedicated servers and <em>not</em> in Singleplayer.</li><li><strong>Conflicting information is out there</strong> on what exactly these terms meant. The website told creators to treat the client and server as the <em>logical</em> client and servers, but some other people's guides and tooling treated them as referring to the <em>physical</em> client and server. This includes the Modrinth Pack (.mrpack) specification, which confusingly uses the same required/optional/unsupported terminology to refer to the physical sides when defining which files should be installed in the client and server distributions.</li></ol><h2>How does the new system work?</h2><p>The new system enumerates all expected use-cases into distinct options that can be handled in unique ways by tools like launchers, mod managers, and modpack assemblers.</p><p>The new options are as follows:</p><ul><li><strong>Client-side only</strong> (<code>client_only</code>)<ul><li>All functionality is performed exclusively on the client side. Should be compatible with vanilla servers.</li><li>Example: <a href="/mod/modmenu" rel="noopener nofollow ugc">Mod Menu</a>. It only adds a menu to view the list of mods installed on your client, which doesn't need to be installed on the server.</li></ul></li><li><strong>Server-side only / Works in singleplayer</strong> (<code>server_only</code>)<ul><li>All functionality is performed exclusively on the server side. Should be compatible with vanilla clients if only installed on the server. Also works in Singleplayer.</li><li>Example: <a href="/mod/yungs-bridges" rel="noopener nofollow ugc">YUNG's Bridges</a>. It only adds structures which don't need to be present on the client-side.</li></ul></li><li><strong>Server-side only / Dedicated server only</strong> (<code>dedicated_server_only</code>)<ul><li>Only runs on a dedicated server, and not in Singleplayer.</li><li>Example: <a href="/mod/better-fabric-console" rel="noopener nofollow ugc">Better Fabric Console</a>. Its functionality does not work in singleplayer, because it modifies the dedicated server console.</li></ul></li><li><strong>Client and server / Required on both</strong> (<code>client_and_server</code>)<ul><li>Must be installed on both the client and server.</li><li>Example: <a href="/mod/cobblemon" rel="noopener nofollow ugc">Cobblemon</a>. It adds entities, blocks, and items that need to be on both the client and server to work.</li></ul></li><li><strong>Client and server / Optional on client</strong> (<code>server_only_client_optional</code>)<ul><li>Must be on the server, but can be on the client as well for enhanced functionality</li><li>Example: <a href="/mod/polymer" rel="noopener nofollow ugc">Polymer</a>. It functions on the server-side, but if installed on the client it can improve the experience when playing on a server running Polymer.</li></ul></li><li><strong>Client and server / Optional on server</strong> (<code>client_only_server_optional</code>)<ul><li>Must be on the client, but can be on the server as well for enhanced functionality</li><li>Example: <a href="/mod/appleskin" rel="noopener nofollow ugc">AppleSkin</a>. It functions on the client-side, but if installed on the server it can provide more accurate saturation information.</li></ul></li><li><strong>Client or server / Works best on both</strong> (<code>client_or_server_prefers_both</code>)<ul><li>Can be installed on just the client or just the server to function, but functionality is enhanced when it is on both.</li><li>Example: <a href="/mod/no-chat-reports" rel="noopener nofollow ugc">No Chat Reports</a>. The mod functions on just the client or just the server, but each comes with drawbacks. For the best functionality, you need to install it on both.</li></ul></li><li><strong>Client or server / Works the same on either</strong> (<code>client_or_server</code>)<ul><li>Can be installed on just the client or just the server, and either one would enable full functionality. There would be no reason to install it on both.</li><li>Example: <a href="/mod/entity-view-distance" rel="noopener nofollow ugc">Entity View Distance</a>. It lets you perform the same functionality of limiting entity view distance on either the client or the server.</li></ul></li><li><strong>Singleplayer only</strong> (<code>singleplayer_only</code>)<ul><li>Only works in Singleplayer, does not function in a Multiplayer environment.</li><li>Example: <a href="/mod/lan-server-properties" rel="noopener nofollow ugc">LAN Server Properties</a>. It modifies a feature that only exists in Singleplayer, the Open to LAN menu.</li></ul></li></ul><h2>What's next</h2><p>This is a great first step towards us fixing many common issues that have been affecting Modrinth users, such as:</p><ul><li>Client-side mods being installed to Modrinth Servers, causing crashes</li><li>Modpack exporting in Modrinth App and other launchers using the Modrinth API such as Prism Launcher, MultiMC, and ATLauncher not having accurate and reliable metadata to pull from in order to build universal client and server Modrinth Pack files.</li></ul><p>However, this is just the first step. Before we can improve the tooling around creating and using modpacks, we need as many Modrinth projects as possible to have accurate metadata.</p><p>Currently, the new environment metadata is also only available in the experimental API v3, which is <em>not</em> intended for general use. When we're ready, we plan to integrate this metadata into API v2, so that it can be used in production by third parties. For now, developers using the Modrinth API should not worry about these environment changes, just keep them in mind for the future.</p><p>Thank you all for continuing to support Modrinth!</p><p><strong>Prospector</strong><br><em>Founding Software Engineer</em></p>]]>
@@ -29,7 +29,7 @@
https://modrinth.com/news/article/skins-now-in-modrinth-app/
https://modrinth.com/news/article/skins-now-in-modrinth-app/Sun, 06 Jul 2025 23:45:00 GMT
- <![CDATA[<p>We're thrilled to roll out Modrinth App <strong>v0.10</strong> with a beta release of one of our most highly requested features, the <strong>Skins page</strong>. The Skins page allows you to manage all of your Minecraft skins directly within Modrinth App. You can see all your saved custom skins and the default Minecraft skins in one convenient place.</p><p><img src="./skins-page.webp" alt="The new skins page, featuring a cute animated player model, your custom skins & default skins."></p><p>Adding a new skin is simple, even Herobrine could do it! When you add or edit a skin, you can <strong>upload</strong> your custom texture file directly from your computer, <strong>choose</strong> between the wide or slim arm style to match your preferred character model, and even <strong>assign</strong> a specific cape to that look for the perfect finishing touch.</p><p>The interface makes it easy to preview your changes in real-time with the animated player model, so you can see exactly how your skin will look in-game before saving it.</p><p><img src="./edit-skin.webp" alt="The edit skin modal that shows when you go to add or edit a skin."></p><h2>Fixes and More!</h2><p>Alongside this major new feature, <strong>v0.10</strong> includes a host of improvements and bug fixes to make your experience smoother. We've updated the news feed to use our new system, fixed issues with project descriptions, and tidied up how data is handled. For a full breakdown of all the changes, you can <a href="https://modrinth.com/news/changelog?filter=app">check out the complete changelog here.</a></p><p>As the skins feature is in <em>beta</em>, we're eager to hear your feedback! <strong>Jump in, give it a try</strong>, and let us know what you think. You can share your thoughts on our <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord server</a> or <a href="https://support.modrinth.com" rel="noopener nofollow ugc">start a support chat</a> if you're running into issues.</p><p>Thank you! We can't wait to see your skins in action. Happy customizing!</p>]]>
+ <![CDATA[<p>We're thrilled to roll out Modrinth App <strong>v0.10</strong> with a beta release of one of our most highly requested features, the <strong>Skins page</strong>. The Skins page allows you to manage all of your Minecraft skins directly within Modrinth App. You can see all your saved custom skins and the default Minecraft skins in one convenient place.</p><p><img src="/news/article/skins-now-in-modrinth-app/skins-page.webp" alt="The new skins page, featuring a cute animated player model, your custom skins & default skins."></p><p>Adding a new skin is simple, even Herobrine could do it! When you add or edit a skin, you can <strong>upload</strong> your custom texture file directly from your computer, <strong>choose</strong> between the wide or slim arm style to match your preferred character model, and even <strong>assign</strong> a specific cape to that look for the perfect finishing touch.</p><p>The interface makes it easy to preview your changes in real-time with the animated player model, so you can see exactly how your skin will look in-game before saving it.</p><p><img src="/news/article/skins-now-in-modrinth-app/edit-skin.webp" alt="The edit skin modal that shows when you go to add or edit a skin."></p><h2>Fixes and More!</h2><p>Alongside this major new feature, <strong>v0.10</strong> includes a host of improvements and bug fixes to make your experience smoother. We've updated the news feed to use our new system, fixed issues with project descriptions, and tidied up how data is handled. For a full breakdown of all the changes, you can <a href="/news/changelog?filter=app" rel="noopener nofollow ugc">check out the complete changelog here.</a></p><p>As the skins feature is in <em>beta</em>, we're eager to hear your feedback! <strong>Jump in, give it a try</strong>, and let us know what you think. You can share your thoughts on our <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord server</a> or <a href="https://support.modrinth.com/" rel="noopener nofollow ugc">start a support chat</a> if you're running into issues.</p><p>Thank you! We can't wait to see your skins in action. Happy customizing!</p>]]>
@@ -37,7 +37,7 @@
https://modrinth.com/news/article/creator-updates-july-2025/
https://modrinth.com/news/article/creator-updates-july-2025/Wed, 02 Jul 2025 04:20:00 GMT
- <![CDATA[<p>Hey all,</p><p>The last few months have been quite hectic for Modrinth. We've experienced all-time highs in both traffic and new creators and have outgrown a lot of our existing systems, which has led to a lot of issues plaguing creators, especially.</p><p>The team has been super hard at work at this, and I'm really glad to announce that we've fixed most of these issues long term.</p><ol><li><p><strong>Upload issues (inputs not showing up, instability, etc)</strong></p><p>We've tracked these issues down to conflicting code between our ad provider and Modrinth's. For now, we've <strong>disabled ads for all logged in users across the site</strong> while we work on resolving these long term. Both web users and logged-in web users make a very small percentage of our ad revenue (7% for web and 0.05% for logged-in web users) so creators should see a very minimal revenue drop from this, and have a much better experience navigating and uploading to the site.</p></li><li><p><strong>Moderation and report response times</strong></p><p>Creators have had to wait, in some cases, weeks to get their projects reviewed. This is unacceptable on our part and we are actively overhauling our moderation tooling to improve the moderation experience (and lowering time spent per project). We've also hired 3 additional moderators/support staff (<strong>bringing our total to 7 and the total team to 17 people!</strong>). We're hoping to see a significant reduction in queue times over the coming weeks.</p></li><li><p><strong>Ad revenue instability</strong></p><p>While ad revenue is generally out of our control and tends to fluctuate a lot, on June 4th we noticed a sharp decrease in creator revenue (~35% less than normal levels). While our ad provider initially thought this was a display issue, after further inquiry there were 2 causes: 1) Google AdExchange falsely flagging our traffic as invalid 2) Amazon banning many gaming publishers from their network <a href="https://www.adweek.com/media/exclusive-ads-from-verizon-shell-and-others-ran-next-to-explicit-videos-on-top-android-app/" rel="noopener nofollow ugc">due to panic in the gaming ads space</a>. While the Amazon ban is now resolved, we no longer are running Google AdExchange in the desktop app due to invalid traffic issues. This will lead to a permanent revenue decrease (AdX contributed to ~20% of our ad revenue). We also updated our prebid version (the underlying tech used to run ad auctions) which has shown a measurable increase, bringing revenue back to "normal" levels. Overall, we are closely monitoring and will keep you all posted. However, despite all the issues, due to some end-of-quarter campaigns, <strong>revenue in June was an all time high, at $227k ($170k paid to creators)</strong>!</p></li><li><p><strong>Payout outages</strong></p><p>Creators should be able to withdraw their revenue at all times, but due to slow PayPal clearing times and poor planning by us, we've had multiple week long outages in withdrawals. While we do store funds 1:1, these "outages" happen because we primarily store creator funds in an FDIC-insured bank account, as we wouldn't want a PayPal/Tremendous account suspension to cause creators to lose funds. We've now set up internal reporting which should never cause this to happen again (or, if it does, drastically reduce the time payout outages happen)</p></li><li><p><strong>Platform Revenue Route</strong></p><p>Due to some unannounced breaking changes in Aditude's API, the platform revenue API was broken. It is now <a href="https://api.modrinth.com/v3/payout/platform_revenue" rel="noopener nofollow ugc">working</a>. You can also use <code>start</code> and <code>end</code> fields to filter any date range!</p></li><li><p><strong>API and Uptime</strong></p><p>We've migrated our infrastructure for the website, app, and servers to OVH over our existing non-redundant AWS system. We've hit 99.96% uptime on our API and 99.98% on Modrinth Servers!</p></li></ol><p>Thank you all for your patience! If you are having any more issues or have any questions about all of this, feel free to DM @geometrically on Discord or <a href="https://support.modrinth.com" rel="noopener nofollow ugc">start a support chat</a> and we will be happy to help!</p>]]>
+ <![CDATA[<p>Hey all,</p><p>The last few months have been quite hectic for Modrinth. We've experienced all-time highs in both traffic and new creators and have outgrown a lot of our existing systems, which has led to a lot of issues plaguing creators, especially.</p><p>The team has been super hard at work at this, and I'm really glad to announce that we've fixed most of these issues long term.</p><ol><li><p><strong>Upload issues (inputs not showing up, instability, etc)</strong></p><p>We've tracked these issues down to conflicting code between our ad provider and Modrinth's. For now, we've <strong>disabled ads for all logged in users across the site</strong> while we work on resolving these long term. Both web users and logged-in web users make a very small percentage of our ad revenue (7% for web and 0.05% for logged-in web users) so creators should see a very minimal revenue drop from this, and have a much better experience navigating and uploading to the site.</p></li><li><p><strong>Moderation and report response times</strong></p><p>Creators have had to wait, in some cases, weeks to get their projects reviewed. This is unacceptable on our part and we are actively overhauling our moderation tooling to improve the moderation experience (and lowering time spent per project). We've also hired 3 additional moderators/support staff (<strong>bringing our total to 7 and the total team to 17 people!</strong>). We're hoping to see a significant reduction in queue times over the coming weeks.</p></li><li><p><strong>Ad revenue instability</strong></p><p>While ad revenue is generally out of our control and tends to fluctuate a lot, on June 4th we noticed a sharp decrease in creator revenue (~35% less than normal levels). While our ad provider initially thought this was a display issue, after further inquiry there were 2 causes: 1) Google AdExchange falsely flagging our traffic as invalid 2) Amazon banning many gaming publishers from their network <a href="https://www.adweek.com/media/exclusive-ads-from-verizon-shell-and-others-ran-next-to-explicit-videos-on-top-android-app/" rel="noopener nofollow ugc">due to panic in the gaming ads space</a>. While the Amazon ban is now resolved, we no longer are running Google AdExchange in the desktop app due to invalid traffic issues. This will lead to a permanent revenue decrease (AdX contributed to ~20% of our ad revenue). We also updated our prebid version (the underlying tech used to run ad auctions) which has shown a measurable increase, bringing revenue back to "normal" levels. Overall, we are closely monitoring and will keep you all posted. However, despite all the issues, due to some end-of-quarter campaigns, <strong>revenue in June was an all time high, at $227k ($170k paid to creators)</strong>!</p></li><li><p><strong>Payout outages</strong></p><p>Creators should be able to withdraw their revenue at all times, but due to slow PayPal clearing times and poor planning by us, we've had multiple week long outages in withdrawals. While we do store funds 1:1, these "outages" happen because we primarily store creator funds in an FDIC-insured bank account, as we wouldn't want a PayPal/Tremendous account suspension to cause creators to lose funds. We've now set up internal reporting which should never cause this to happen again (or, if it does, drastically reduce the time payout outages happen)</p></li><li><p><strong>Platform Revenue Route</strong></p><p>Due to some unannounced breaking changes in Aditude's API, the platform revenue API was broken. It is now <a href="https://api.modrinth.com/v3/payout/platform_revenue" rel="noopener nofollow ugc">working</a>. You can also use <code>start</code> and <code>end</code> fields to filter any date range!</p></li><li><p><strong>API and Uptime</strong></p><p>We've migrated our infrastructure for the website, app, and servers to OVH over our existing non-redundant AWS system. We've hit 99.96% uptime on our API and 99.98% on Modrinth Servers!</p></li></ol><p>Thank you all for your patience! If you are having any more issues or have any questions about all of this, feel free to DM @geometrically on Discord or <a href="https://support.modrinth.com/" rel="noopener nofollow ugc">start a support chat</a> and we will be happy to help!</p>]]>
@@ -45,7 +45,7 @@
https://modrinth.com/news/article/pride-campaign-2025/
https://modrinth.com/news/article/pride-campaign-2025/Tue, 01 Jul 2025 18:00:00 GMT
- <![CDATA[<p>What an incredible Pride Month! This June, we came together to support <a href="https://www.thetrevorproject.org/" rel="noopener nofollow ugc">The Trevor Project</a>, an essential organization providing crisis support and life-saving resources for LGBTQ+ young people. We are absolutely thrilled to announce that our community raised a stellar <strong>$2,395</strong>. That's not all, though — during the campaign, some donations were matched by H&M and the Trevor Project's Board of Directors up to <strong>six times</strong>, meaning the final impact of Modrinth's donations is a whopping <strong>$8,464</strong>. Our team was also in the top ten for most funds raised this year!</p><p>To put your generosity into perspective, a donation this size can fund hundreds of hours on The Trevor Project's 24/7 crisis hotline. It gives young people a lifeline in their hardest moments and supports important educational services for many others.</p><p>We couldn't have done it without you. To every person who donated, shared the post, or simply cheered us on from the sidelines — thank you. We are incredibly proud of what we've achieved together as a community.</p><p>While Pride Month provides a special opportunity to focus our efforts, the need for these critical resources continues all year long. The challenges faced by LGBTQ+ young people do not end on July 1st, and organizations like The Trevor Project require ongoing support to continue their life-saving work. If you are able, we encourage you to consider making a contribution at any time.</p><p>As part of this campaign, we also added the option to donate part of a Modrinth rewards balance to a variety of charities. This means Modrinth creators can directly use the revenue they earned from ads and <a href="/plus" rel="noopener nofollow ugc">Modrinth+</a> to donate to dozens of causes close to their heart. The Trevor Project is one option, alongside other prominent non-profits such as the American Cancer Society, St. Jude's Children's Research Hospital, Doctors Without Borders, and the Southern Poverty Law Center. You can donate your Modrinth balance to these groups and many more by clicking the "Withdraw" button on <a href="/dashboard/revenue" rel="noopener nofollow ugc">your revenue dashboard</a>.</p><p>Modrinth's June 2025 campaign will be kept for posterity at <a href="https://modrinth.com/pride">this link</a>.</p><p><strong><a href="https://www.thetrevorproject.org/" rel="noopener nofollow ugc">You can donate to The Trevor Project at any time at this link.</a></strong></p>]]>
+ <![CDATA[<p>What an incredible Pride Month! This June, we came together to support <a href="https://www.thetrevorproject.org/" rel="noopener nofollow ugc">The Trevor Project</a>, an essential organization providing crisis support and life-saving resources for LGBTQ+ young people. We are absolutely thrilled to announce that our community raised a stellar <strong>$2,395</strong>. That's not all, though — during the campaign, some donations were matched by H&M and the Trevor Project's Board of Directors up to <strong>six times</strong>, meaning the final impact of Modrinth's donations is a whopping <strong>$8,464</strong>. Our team was also in the top ten for most funds raised this year!</p><p>To put your generosity into perspective, a donation this size can fund hundreds of hours on The Trevor Project's 24/7 crisis hotline. It gives young people a lifeline in their hardest moments and supports important educational services for many others.</p><p>We couldn't have done it without you. To every person who donated, shared the post, or simply cheered us on from the sidelines — thank you. We are incredibly proud of what we've achieved together as a community.</p><p>While Pride Month provides a special opportunity to focus our efforts, the need for these critical resources continues all year long. The challenges faced by LGBTQ+ young people do not end on July 1st, and organizations like The Trevor Project require ongoing support to continue their life-saving work. If you are able, we encourage you to consider making a contribution at any time.</p><p>As part of this campaign, we also added the option to donate part of a Modrinth rewards balance to a variety of charities. This means Modrinth creators can directly use the revenue they earned from ads and <a href="/plus" rel="noopener nofollow ugc">Modrinth+</a> to donate to dozens of causes close to their heart. The Trevor Project is one option, alongside other prominent non-profits such as the American Cancer Society, St. Jude's Children's Research Hospital, Doctors Without Borders, and the Southern Poverty Law Center. You can donate your Modrinth balance to these groups and many more by clicking the "Withdraw" button on <a href="/dashboard/revenue" rel="noopener nofollow ugc">your revenue dashboard</a>.</p><p>Modrinth's June 2025 campaign will be kept for posterity at <a href="/pride" rel="noopener nofollow ugc">this link</a>.</p><p><strong><a href="https://www.thetrevorproject.org/" rel="noopener nofollow ugc">You can donate to The Trevor Project at any time at this link.</a></strong></p>]]>
@@ -53,7 +53,7 @@
https://modrinth.com/news/article/a-new-chapter-for-modrinth-servers/
https://modrinth.com/news/article/a-new-chapter-for-modrinth-servers/Thu, 13 Mar 2025 00:00:00 GMT
- <![CDATA[<p>Over the few months, Modrinth has seen incredible interest towards our Servers product, and with significant growth, our vision for what Modrinth Servers can be has evolved alongside it. To continue striving towards our goal of providing the best place to get your own Minecraft multiplayer server, we’ve made the decision to bring our server hosting fully in-house.</p><h3>Why We're Making This Change</h3><p>Modrinth has some ambitious goals for the next year. We want to create the best possible way for all Java players play Minecraft, and to host and play their favorite modpacks and custom servers. To achieve this, it’s clear that Modrinth Servers needs to be built and scaled on our own infrastructure.</p><p>By running every aspect of our hosting platform, we gain the flexibility to tailor the experience to our community’s needs—whether that means deeper integrations with Modrinth’s ecosystem, better performance, or more innovative features. This also allows us to invest in the long-term sustainability of Modrinth Servers, ensuring that we can scale seamlessly and avoid running out of available servers stock.</p><h3>A Thank You to Pyro</h3><p>This change is purely a logistical step forward and does not reflect negatively on our partnership with <a href="https://pyro.host" rel="noopener nofollow ugc">Pyro</a>. In fact, Pyro has been an incredible partner in getting Modrinth Servers off the ground and we are very grateful for their collaboration. We completely support Pyro and their future, and we know they’re working on some exciting new products of their own, which we can’t wait to check out!</p><h3>What This Means for You</h3><p>We know you may have questions, and we want to make this transition as smooth as possible.</p><ul><li><p><strong>What part of my server was being run by Pyro?</strong></p><p>Until this point, Pyro has been responsible for the physical server machines that run your Modrinth servers. This means that they have been responsible for the hardware that powers your server, as well as the files and data for them. Moving forward, all of this will exist under Modrinth.</p></li><li><p><strong>What happens to my running servers?</strong></p><p>Your current servers will continue running, and we’ll provide a clear migration path if any action is needed on your part. You can expect a follow up soon, however our goal is to do this with 0 downtime or impact to you if possible.</p></li><li><p><strong>Will anything else change that impacts me?</strong></p><p>Modrinth Servers will remain the same great experience its has been, you likely won’t notice any changes right away. Long term, this means we’ll be able to improve both the stability of servers as well as the features that make managing your server a breeze.</p></li></ul><p>This is an exciting step toward a future where Modrinth is the go-to destination for Java Minecraft players—not just for mods and mod-packs, but for hosting and playing too. We appreciate your support and can’t wait to share more soon!</p>]]>
+ <![CDATA[<p>Over the few months, Modrinth has seen incredible interest towards our Servers product, and with significant growth, our vision for what Modrinth Servers can be has evolved alongside it. To continue striving towards our goal of providing the best place to get your own Minecraft multiplayer server, we’ve made the decision to bring our server hosting fully in-house.</p><h3>Why We're Making This Change</h3><p>Modrinth has some ambitious goals for the next year. We want to create the best possible way for all Java players play Minecraft, and to host and play their favorite modpacks and custom servers. To achieve this, it’s clear that Modrinth Servers needs to be built and scaled on our own infrastructure.</p><p>By running every aspect of our hosting platform, we gain the flexibility to tailor the experience to our community’s needs—whether that means deeper integrations with Modrinth’s ecosystem, better performance, or more innovative features. This also allows us to invest in the long-term sustainability of Modrinth Servers, ensuring that we can scale seamlessly and avoid running out of available servers stock.</p><h3>A Thank You to Pyro</h3><p>This change is purely a logistical step forward and does not reflect negatively on our partnership with <a href="https://pyro.host/" rel="noopener nofollow ugc">Pyro</a>. In fact, Pyro has been an incredible partner in getting Modrinth Servers off the ground and we are very grateful for their collaboration. We completely support Pyro and their future, and we know they’re working on some exciting new products of their own, which we can’t wait to check out!</p><h3>What This Means for You</h3><p>We know you may have questions, and we want to make this transition as smooth as possible.</p><ul><li><p><strong>What part of my server was being run by Pyro?</strong></p><p>Until this point, Pyro has been responsible for the physical server machines that run your Modrinth servers. This means that they have been responsible for the hardware that powers your server, as well as the files and data for them. Moving forward, all of this will exist under Modrinth.</p></li><li><p><strong>What happens to my running servers?</strong></p><p>Your current servers will continue running, and we’ll provide a clear migration path if any action is needed on your part. You can expect a follow up soon, however our goal is to do this with 0 downtime or impact to you if possible.</p></li><li><p><strong>Will anything else change that impacts me?</strong></p><p>Modrinth Servers will remain the same great experience its has been, you likely won’t notice any changes right away. Long term, this means we’ll be able to improve both the stability of servers as well as the features that make managing your server a breeze.</p></li></ul><p>This is an exciting step toward a future where Modrinth is the go-to destination for Java Minecraft players—not just for mods and mod-packs, but for hosting and playing too. We appreciate your support and can’t wait to share more soon!</p>]]>
@@ -61,7 +61,7 @@
https://modrinth.com/news/article/modrinth-servers-beta/
https://modrinth.com/news/article/modrinth-servers-beta/Sun, 03 Nov 2024 06:00:00 GMT
- <![CDATA[<p>It's been almost <em>four</em> years since we publicly launched Modrinth Beta. Today, we're thrilled to unveil a new beta release of a product we've been eagerly developing: Modrinth Servers.</p><p>Modrinth Servers aims to provide the most seamless experience for running and playing on modded servers. To make this possible, we have partnered with our friends at the server hosting provider <a href="https://pyro.host" rel="noopener nofollow ugc">Pyro</a>. Together, we've developed fully custom software that gives us a unique advantage in scaling, offering new features and integrations that other hosts couldn't dream of.</p><p>For this beta launch, <strong>all servers are US-only</strong>. Please be aware of this if you are looking to purchase a server, as it may not be optimal for users outside of North America.</p><p><img src="./panel.jpg" alt="A screenshot of the fully-custom Modrinth Servers panel integrated into Modrinth"></p><h2>What makes Modrinth Servers unique?</h2><p>We understand that entering the server hosting industry might come as a surprise given the number of existing providers. Here's what sets Modrinth Servers apart:</p><h3>The most modern hardware</h3><p>Your modpack shouldn't have to run slow. All our servers are powered by cutting-edge 2023 Ryzen 7 and Ryzen 9 CPUs with DDR5 memory. From our research, we couldn't find any other Minecraft server host offering such modern hardware at any price point, much less at our affordably low one. This ensures smooth performance even with the most demanding modpacks.</p><h3>Seamless integration with Modrinth content</h3><p>Download mods and modpacks directly from Modrinth without any hassle. This deep integration simplifies server setup and management like never before. With just a few clicks, you can have your server up and running with your favorite mods.</p><h3>Fully custom panel and backend</h3><p>Unlike most other server hosts that rely on off-the-shelf software like Multicraft or Pterodactyl, Modrinth Servers is fully custom-built from front to back. This enables higher performance and much deeper integration than is otherwise possible. Our intuitive interface makes server management a breeze, even for newcomers.</p><h3>Dedicated support</h3><p>Our team is committed to providing exceptional support. Whether you're experiencing technical issues or have questions, we're here to ensure your experience with Modrinth Servers is top-notch.</p><h3>No tricky fees or up-charges</h3><p>Modrinth Servers are offered in a very simple Small, Medium, and Large pricing model, and are priced based on the amount of RAM at $3/GB. Custom URLs, port configuration, off-site backups, and plenty of storage is included in every Modrinth Server purchase at no additional cost.</p><h2>What’s next?</h2><p>As this is a beta release, there's much more to come for Modrinth Servers:</p><ul><li><strong>Global availability:</strong> We plan to expand to more worldwide regions and offer the ability to select a region for your server, ensuring optimal performance no matter where you are.</li><li><strong>Support more types of content:</strong> We'll be adding support for plugin loaders and improving support for data packs, giving you more flexibility and functionality</li><li><strong>Social features:</strong> A friends system to make sharing invites to servers easier, streamlining sharing custom-built modpacks and servers with your community.</li><li><strong>App integration:</strong> Full integration with Modrinth App, including the ability to sync an instance with a server or friends, making collaboration seamless.</li><li><strong>Collaborative management:</strong> Give other Modrinth users access to your server panel so you can manage your server with your team.</li><li><strong>Automatic creator commissions:</strong> Creators will automatically earn a portion of server proceeds when content is installed on a Modrinth Server.</li></ul><p>And so much more... stay tuned!</p><p>We can't wait for you to try out <a href="https://modrinth.gg" rel="noopener nofollow ugc">Modrinth Servers</a> and share your feedback. This is just the beginning, and we're excited to continue improving and expanding our services to better serve the Minecraft community.</p><p><strong>From the teams at Modrinth and Pyro, with <3</strong></p>]]>
+ <![CDATA[<p>It's been almost <em>four</em> years since we publicly launched Modrinth Beta. Today, we're thrilled to unveil a new beta release of a product we've been eagerly developing: Modrinth Servers.</p><p>Modrinth Servers aims to provide the most seamless experience for running and playing on modded servers. To make this possible, we have partnered with our friends at the server hosting provider <a href="https://pyro.host/" rel="noopener nofollow ugc">Pyro</a>. Together, we've developed fully custom software that gives us a unique advantage in scaling, offering new features and integrations that other hosts couldn't dream of.</p><p>For this beta launch, <strong>all servers are US-only</strong>. Please be aware of this if you are looking to purchase a server, as it may not be optimal for users outside of North America.</p><p><img src="/news/article/modrinth-servers-beta/panel.jpg" alt="A screenshot of the fully-custom Modrinth Servers panel integrated into Modrinth"></p><h2>What makes Modrinth Servers unique?</h2><p>We understand that entering the server hosting industry might come as a surprise given the number of existing providers. Here's what sets Modrinth Servers apart:</p><h3>The most modern hardware</h3><p>Your modpack shouldn't have to run slow. All our servers are powered by cutting-edge 2023 Ryzen 7 and Ryzen 9 CPUs with DDR5 memory. From our research, we couldn't find any other Minecraft server host offering such modern hardware at any price point, much less at our affordably low one. This ensures smooth performance even with the most demanding modpacks.</p><h3>Seamless integration with Modrinth content</h3><p>Download mods and modpacks directly from Modrinth without any hassle. This deep integration simplifies server setup and management like never before. With just a few clicks, you can have your server up and running with your favorite mods.</p><h3>Fully custom panel and backend</h3><p>Unlike most other server hosts that rely on off-the-shelf software like Multicraft or Pterodactyl, Modrinth Servers is fully custom-built from front to back. This enables higher performance and much deeper integration than is otherwise possible. Our intuitive interface makes server management a breeze, even for newcomers.</p><h3>Dedicated support</h3><p>Our team is committed to providing exceptional support. Whether you're experiencing technical issues or have questions, we're here to ensure your experience with Modrinth Servers is top-notch.</p><h3>No tricky fees or up-charges</h3><p>Modrinth Servers are offered in a very simple Small, Medium, and Large pricing model, and are priced based on the amount of RAM at $3/GB. Custom URLs, port configuration, off-site backups, and plenty of storage is included in every Modrinth Server purchase at no additional cost.</p><h2>What’s next?</h2><p>As this is a beta release, there's much more to come for Modrinth Servers:</p><ul><li><strong>Global availability:</strong> We plan to expand to more worldwide regions and offer the ability to select a region for your server, ensuring optimal performance no matter where you are.</li><li><strong>Support more types of content:</strong> We'll be adding support for plugin loaders and improving support for data packs, giving you more flexibility and functionality</li><li><strong>Social features:</strong> A friends system to make sharing invites to servers easier, streamlining sharing custom-built modpacks and servers with your community.</li><li><strong>App integration:</strong> Full integration with Modrinth App, including the ability to sync an instance with a server or friends, making collaboration seamless.</li><li><strong>Collaborative management:</strong> Give other Modrinth users access to your server panel so you can manage your server with your team.</li><li><strong>Automatic creator commissions:</strong> Creators will automatically earn a portion of server proceeds when content is installed on a Modrinth Server.</li></ul><p>And so much more... stay tuned!</p><p>We can't wait for you to try out <a href="https://modrinth.gg/" rel="noopener nofollow ugc">Modrinth Servers</a> and share your feedback. This is just the beginning, and we're excited to continue improving and expanding our services to better serve the Minecraft community.</p><p><strong>From the teams at Modrinth and Pyro, with <3</strong></p>]]>
@@ -69,7 +69,7 @@
https://modrinth.com/news/article/becoming-sustainable/
https://modrinth.com/news/article/becoming-sustainable/Fri, 13 Sep 2024 20:00:00 GMT
- <![CDATA[<p>Just over 3 weeks ago, we <a href="/news/article/introducing-modrinth-refreshed-site-look-new-advertising-system" rel="noopener nofollow ugc">launched</a> our new ads powered by <a href="https://www.aditude.com/" rel="noopener nofollow ugc">Aditude</a>. These ads have allowed us to improve creator revenue drastically and become sustainable. Read on for more info!</p><h2>Creator Revenue</h2><p>We’re excited to share we have been able to increase creator revenue by 5-8x what it was before!</p><p>There’s a couple changes to how revenue is distributed out to creators coming with this increase.</p><p>First, revenue is no longer entirely paid out the day they are earned. Previously, we used our own in-house advertisement deal which paid us in advance for the entire month, and we divided that among each day in the month, as the month progressed. With the switch to a more traditional ad network, we are paid on a NET 60 basis, which is fairly standard with ad networks. What this means is that some of your revenue may be pending until the ad network pays us out. Exactly how this works is explained further <a href="legal/cmp-info#pending" rel="noopener nofollow ugc">here</a>.</p><p>Second, the revenue split between Modrinth and Creators has changed. See the next section on sustainability for more on this.</p><p><img src="./abnormally-high-revenue.webp" alt="Some creators have wondered if the new revenue is a bug because it’s gone up so much!"></p><h2>Becoming Sustainable</h2><p>We have updated the Modrinth creator revenue split from 90/10 to 75/25. However, all of the increases listed above are with the new rate included, so while the percentage is lower, the overall revenue is much, much higher.</p><p>While 90% is a more remarkable figure, we changed it in order to ensure we can keep running Modrinth and continue to grow creator revenue without having to worry about losing money on operational costs.</p><p>Through these changes, we are proud to announce Modrinth is now fully sustainable with the new income, with all hosting and operational costs accounted for (including paying our developers, moderators, and support staff!) With the new revenue, users will see reduced support times and we will be able to ship bigger and better updates quicker to you all!</p><p>In an effort to be more transparent with our community than ever before, we are opening up as many of our finances as possible so you all can know how we’re doing and where all the money is going. We’re working to develop a transparency page on our website for you to view all the graphs and numbers, but it wasn’t ready in time for this blog post (for now, you can view our site-wide ad revenue in the API <a href="https://api.modrinth.com/v3/payout/platform_revenue" rel="noopener nofollow ugc">here</a>. We also plan to publish monthly transparency reports with more details about our revenue and expenses, the first of which should be available in early October, so keep an eye out for that.</p><p>For now, we can tell you that creators on Modrinth have earned a total of $160,868 on Modrinth to date (as of September 13, 2024), and here’s a graph of our revenue from the past 30 days:</p><p><img src="./revenue.webp" alt="Modrinth Advertising Revenue (last 30 days)"></p><p>We have a lot of exciting things coming up still, and of course, we greatly appreciate all of your support!</p>]]>
+ <![CDATA[<p>Just over 3 weeks ago, we <a href="/news/article/introducing-modrinth-refreshed-site-look-new-advertising-system" rel="noopener nofollow ugc">launched</a> our new ads powered by <a href="https://www.aditude.com/" rel="noopener nofollow ugc">Aditude</a>. These ads have allowed us to improve creator revenue drastically and become sustainable. Read on for more info!</p><h2>Creator Revenue</h2><p>We’re excited to share we have been able to increase creator revenue by 5-8x what it was before!</p><p>There’s a couple changes to how revenue is distributed out to creators coming with this increase.</p><p>First, revenue is no longer entirely paid out the day they are earned. Previously, we used our own in-house advertisement deal which paid us in advance for the entire month, and we divided that among each day in the month, as the month progressed. With the switch to a more traditional ad network, we are paid on a NET 60 basis, which is fairly standard with ad networks. What this means is that some of your revenue may be pending until the ad network pays us out. Exactly how this works is explained further <a href="/news/article/becoming-sustainable/legal/cmp-info#pending" rel="noopener nofollow ugc">here</a>.</p><p>Second, the revenue split between Modrinth and Creators has changed. See the next section on sustainability for more on this.</p><p><img src="/news/article/becoming-sustainable/abnormally-high-revenue.webp" alt="Some creators have wondered if the new revenue is a bug because it’s gone up so much!"></p><h2>Becoming Sustainable</h2><p>We have updated the Modrinth creator revenue split from 90/10 to 75/25. However, all of the increases listed above are with the new rate included, so while the percentage is lower, the overall revenue is much, much higher.</p><p>While 90% is a more remarkable figure, we changed it in order to ensure we can keep running Modrinth and continue to grow creator revenue without having to worry about losing money on operational costs.</p><p>Through these changes, we are proud to announce Modrinth is now fully sustainable with the new income, with all hosting and operational costs accounted for (including paying our developers, moderators, and support staff!) With the new revenue, users will see reduced support times and we will be able to ship bigger and better updates quicker to you all!</p><p>In an effort to be more transparent with our community than ever before, we are opening up as many of our finances as possible so you all can know how we’re doing and where all the money is going. We’re working to develop a transparency page on our website for you to view all the graphs and numbers, but it wasn’t ready in time for this blog post (for now, you can view our site-wide ad revenue in the API <a href="https://api.modrinth.com/v3/payout/platform_revenue" rel="noopener nofollow ugc">here</a>. We also plan to publish monthly transparency reports with more details about our revenue and expenses, the first of which should be available in early October, so keep an eye out for that.</p><p>For now, we can tell you that creators on Modrinth have earned a total of $160,868 on Modrinth to date (as of September 13, 2024), and here’s a graph of our revenue from the past 30 days:</p><p><img src="/news/article/becoming-sustainable/revenue.webp" alt="Modrinth Advertising Revenue (last 30 days)"></p><p>We have a lot of exciting things coming up still, and of course, we greatly appreciate all of your support!</p>]]>
@@ -77,7 +77,7 @@
https://modrinth.com/news/article/design-refresh/
https://modrinth.com/news/article/design-refresh/Wed, 21 Aug 2024 20:00:00 GMT
- <![CDATA[<p>We’ve got a big launch with tons of new stuff today and some important updates about Modrinth. Read on, because we have a lot to cover!</p><h2>Modrinth+</h2><p>First off, we’re launching <a href="/plus" rel="noopener nofollow ugc">Modrinth+</a>, a monthly subscription to help support Modrinth and all of the creators on it directly!</p><p>As a Modrinth+ subscriber, you will get:</p><ul><li>Ad-free browsing on the Modrinth App and website</li><li>An exclusive badge on your profile</li><li>Half of your subscription will go to creators on the site!</li><li>…and more coming soon!</li></ul><p>Pricing starts at $5/month, with discounts depending on what region you live in and if you opt for an annual plan.</p><p>We created Modrinth+ so people could help support Modrinth and creators on the site. We have no plans to paywall any content on Modrinth, and creator features will never cost money. We started Modrinth as a free and open-source platform, and we intend to keep it that way.</p><p>If you do have a few extra dollars a month and want to help support Modrinth, this is a great way to do it!</p><h2>New Site Design: Stage One</h2><p>We’re launching Stage One of Modrinth’s refreshed look to <a href="http://Modrinth.com">Modrinth.com</a> today as well. I want to stress that it’s not fully complete and we’re going to be continuing to refine and finish updating the rest of the pages over the coming weeks. However, it has enough significant usability improvements and new features that we’re launching it broadly now. Please bear with us while we work to complete it promptly!</p><p><img src="./project-page.webp" alt="A screenshot of the new project page"></p><p>Key new features include:</p><ul><li><strong>New download interface</strong> to ensure users get the correct version for the Minecraft version and mod loader they’re using</li><li><strong>New versions list</strong> page built from the ground up with a clean new look and tons of shortcuts to make navigation easier</li><li><strong>New “compatibility” widget</strong> on project pages to see what game versions, platforms, and environments each mod supports at a glance</li><li><strong>Exclusion filters</strong> in search pages</li><li>Improved support for <strong>vertical desktop displays</strong></li></ul><p>We know there will be some minor hiccups and disruptions of workflows, but we’d really appreciate it if you could gently let us know how a particular change has affected you on GitHub <a href="https://github.com/modrinth/code/issues" rel="noopener nofollow ugc">here</a> (or upvote/comment on an existing issue) rather than declaring it’s the end of the world.</p><h2>New Advertising</h2><p>In the last few months, Modrinth has grown an incredible amount. We are now serving over a petabyte of data per month (that is, 1,000 terabytes!) to over 20 million unique IP addresses. It’s almost unfathomable how large we have become since we started from nothing just four years ago.</p><p>However, with growth like this, our costs have also grown drastically—primarily in bandwidth. This, unfortunately, means that we’ve grown well beyond what a single advertiser could support.</p><p>Our original plan was to build out our own ad network (Adrinth) where we could cut out the middleman and provide highly targeted ads without the need for tracking to our gaming-specific audience. Unfortunately, we’ve grown too quickly (a very good problem to have!) and don’t have the immediate resources to do this at this time.</p><p>This leaves us with no choice but to switch to a more traditional programmatic ads setup powered by <a href="https://www.aditude.com/" rel="noopener nofollow ugc">Aditude</a> for the time being. We're not making this decision lightly, and we understand that some folks will not be happy about this change. Rest assured, we've made sure that our new ad network partner meets our requirements, such as compliance with all local regulations such as GDPR and CCPA, and that the new ads remain as unobstructive as possible with this format.</p><p>These changes bring Modrinth back to sustainability as well as conservatively increasing creator revenue by three-fold! Along with paying hosting bills, the new income will also be used for more support staff and paid team members, decreasing ticket time and speeding up our development.</p><p>We also want to thank our friends over at <a href="https://www.bisecthosting.com/" rel="noopener nofollow ugc">BisectHosting</a> for supporting us with our ad deal for the past year.</p><h2>Modrinth App 0.8.1</h2><p>Over the last few months, we’ve been overhauling the internals of the Modrinth App to drastically improve performance and stability. Over one hundred issues have been closed with this update alone! Here’s a short list of the major changes:</p><ul><li>Newer versions of Forge and NeoForge now work!</li><li>Migrated internal launcher data to use SQLite. The app now loads in <40ms on average (compared to ~2.5s before)!</li><li>Fixed issues where profiles could disappear in the UI</li><li>Fixed random cases of the UI freezing up during actions</li><li>Fixed directory changes being very inconsistent</li><li>Drastically improved offline mode</li><li>Fix freezing and include crash reports logs tab</li><li>And over one hundred more fixes!</li></ul><p>Don’t have the Modrinth App? Check it out <a href="/app" rel="noopener nofollow ugc">here</a>!</p><h2>Conclusion</h2><p>Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both <a href="https://floss.social/@modrinth" rel="noopener nofollow ugc">Mastodon</a> and <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">X/Twitter</a>. You can also chat with us on <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">Discord</a> if you like that.</p><p>Thanks to <a href="https://github.com/intergrav" rel="noopener nofollow ugc">intergrav</a> for making the banner image.</p>]]>
+ <![CDATA[<p>We’ve got a big launch with tons of new stuff today and some important updates about Modrinth. Read on, because we have a lot to cover!</p><h2>Modrinth+</h2><p>First off, we’re launching <a href="/plus" rel="noopener nofollow ugc">Modrinth+</a>, a monthly subscription to help support Modrinth and all of the creators on it directly!</p><p>As a Modrinth+ subscriber, you will get:</p><ul><li>Ad-free browsing on the Modrinth App and website</li><li>An exclusive badge on your profile</li><li>Half of your subscription will go to creators on the site!</li><li>…and more coming soon!</li></ul><p>Pricing starts at $5/month, with discounts depending on what region you live in and if you opt for an annual plan.</p><p>We created Modrinth+ so people could help support Modrinth and creators on the site. We have no plans to paywall any content on Modrinth, and creator features will never cost money. We started Modrinth as a free and open-source platform, and we intend to keep it that way.</p><p>If you do have a few extra dollars a month and want to help support Modrinth, this is a great way to do it!</p><h2>New Site Design: Stage One</h2><p>We’re launching Stage One of Modrinth’s refreshed look to <a href="http://modrinth.com/">Modrinth.com</a> today as well. I want to stress that it’s not fully complete and we’re going to be continuing to refine and finish updating the rest of the pages over the coming weeks. However, it has enough significant usability improvements and new features that we’re launching it broadly now. Please bear with us while we work to complete it promptly!</p><p><img src="/news/article/design-refresh/project-page.webp" alt="A screenshot of the new project page"></p><p>Key new features include:</p><ul><li><strong>New download interface</strong> to ensure users get the correct version for the Minecraft version and mod loader they’re using</li><li><strong>New versions list</strong> page built from the ground up with a clean new look and tons of shortcuts to make navigation easier</li><li><strong>New “compatibility” widget</strong> on project pages to see what game versions, platforms, and environments each mod supports at a glance</li><li><strong>Exclusion filters</strong> in search pages</li><li>Improved support for <strong>vertical desktop displays</strong></li></ul><p>We know there will be some minor hiccups and disruptions of workflows, but we’d really appreciate it if you could gently let us know how a particular change has affected you on GitHub <a href="https://github.com/modrinth/code/issues" rel="noopener nofollow ugc">here</a> (or upvote/comment on an existing issue) rather than declaring it’s the end of the world.</p><h2>New Advertising</h2><p>In the last few months, Modrinth has grown an incredible amount. We are now serving over a petabyte of data per month (that is, 1,000 terabytes!) to over 20 million unique IP addresses. It’s almost unfathomable how large we have become since we started from nothing just four years ago.</p><p>However, with growth like this, our costs have also grown drastically—primarily in bandwidth. This, unfortunately, means that we’ve grown well beyond what a single advertiser could support.</p><p>Our original plan was to build out our own ad network (Adrinth) where we could cut out the middleman and provide highly targeted ads without the need for tracking to our gaming-specific audience. Unfortunately, we’ve grown too quickly (a very good problem to have!) and don’t have the immediate resources to do this at this time.</p><p>This leaves us with no choice but to switch to a more traditional programmatic ads setup powered by <a href="https://www.aditude.com/" rel="noopener nofollow ugc">Aditude</a> for the time being. We're not making this decision lightly, and we understand that some folks will not be happy about this change. Rest assured, we've made sure that our new ad network partner meets our requirements, such as compliance with all local regulations such as GDPR and CCPA, and that the new ads remain as unobstructive as possible with this format.</p><p>These changes bring Modrinth back to sustainability as well as conservatively increasing creator revenue by three-fold! Along with paying hosting bills, the new income will also be used for more support staff and paid team members, decreasing ticket time and speeding up our development.</p><p>We also want to thank our friends over at <a href="https://www.bisecthosting.com/" rel="noopener nofollow ugc">BisectHosting</a> for supporting us with our ad deal for the past year.</p><h2>Modrinth App 0.8.1</h2><p>Over the last few months, we’ve been overhauling the internals of the Modrinth App to drastically improve performance and stability. Over one hundred issues have been closed with this update alone! Here’s a short list of the major changes:</p><ul><li>Newer versions of Forge and NeoForge now work!</li><li>Migrated internal launcher data to use SQLite. The app now loads in <40ms on average (compared to ~2.5s before)!</li><li>Fixed issues where profiles could disappear in the UI</li><li>Fixed random cases of the UI freezing up during actions</li><li>Fixed directory changes being very inconsistent</li><li>Drastically improved offline mode</li><li>Fix freezing and include crash reports logs tab</li><li>And over one hundred more fixes!</li></ul><p>Don’t have the Modrinth App? Check it out <a href="/app" rel="noopener nofollow ugc">here</a>!</p><h2>Conclusion</h2><p>Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both <a href="https://floss.social/@modrinth" rel="noopener nofollow ugc">Mastodon</a> and <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">X/Twitter</a>. You can also chat with us on <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord</a> if you like that.</p><p>Thanks to <a href="https://github.com/intergrav" rel="noopener nofollow ugc">intergrav</a> for making the banner image.</p>]]>
@@ -85,7 +85,7 @@
https://modrinth.com/news/article/windows-borderless-malware-disclosure/
https://modrinth.com/news/article/windows-borderless-malware-disclosure/Tue, 07 May 2024 20:00:00 GMT
- <![CDATA[<p>This is a disclosure of a malicious mod discovered to be hosted on the Modrinth platform. It is important to not panic or jump to conclusions, please carefully read the <a href="#am-i-affected" rel="noopener nofollow ugc">Am I Affected?</a> and <a href="#threat-summary" rel="noopener nofollow ugc">Threat Summary</a> sections.</p><h2>Am I Affected?</h2><p>If you run <strong>Windows</strong> and have downloaded a mod called "<strong>Windows Borderless</strong>" (specific files listed below) between May 4th, 2024 and May 6th, 2024 and have run the game with the mod installed, you are affected.</p><p><strong>IMPORTANT NOTE:</strong> This mod is called, exactly, "Windows Borderless". There are other mods with similar names on Modrinth, which are <strong><em>NOT</em></strong> malware, such as "Borderless Mining", "Borderless", and "Borderless Mining Reworked".</p><p>If you have not downloaded that mod or do not run Windows, there is no reason to believe you are at any risk. We have released a detection tool <a href="https://github.com/modrinth/oracle/releases/download/v0.0.1/ModrinthMalwareScanner.exe" rel="noopener nofollow ugc">available here</a> which can scan your mods folder for the malicious files if you wish to make sure your instance does not have the mod. The tool is also <a href="https://github.com/modrinth/oracle" rel="noopener nofollow ugc">open-source</a>.</p><p><strong>Download and run the detection tool <a href="https://github.com/modrinth/oracle/releases/download/v0.0.1/ModrinthMalwareScanner.exe" rel="noopener nofollow ugc">here</a>!</strong></p><h3>What do I do if I have used the "Windows Borderless" mod?</h3><p>First, delete the mod entirely from your computer.</p><p>The mod harvested data stored by many Chromium-based projects such as <strong>Google Chrome</strong>, <strong>Discord</strong>, <strong>Microsoft Edge</strong>, and many other browsers such as Opera/Opera GX, Vivaldi, Brave, Firefox and over dozen more. Included in this data may be <strong>account tokens</strong>, <strong>stored passwords</strong>, <strong>banking information</strong>, <strong>addresses</strong>, and more.</p><p>In order to protect yourself, change all of your passwords, and keep an eye out on your bank accounts and credit cards.</p><h2>Threat Summary</h2><p><strong>Exposure level:</strong> Low, ~372 distinct IPs downloaded affected files. One Discord account is alleged to have been stolen due to this.</p><p><strong>Malware severity:</strong> Medium (Discord, browser, and system info stealer, but does not self-replicate)</p><p><strong>Projects affected:</strong></p><table><thead><tr><th>Name</th><th>Project ID</th><th>Former URL</th></tr></thead><tbody><tr><td>Windows Borderless</td><td><code>ZQpQzwWE</code></td><td><code>https://modrinth.com/mod/windowsborderless</code></td></tr></tbody></table><p><strong>Files affected:</strong></p><table><thead><tr><th>Name</th><th>SHA1 Hash</th><th>Version ID</th><th>Download count</th></tr></thead><tbody><tr><td><code>windowedborderless-v0.2 - 1.20.4.jar</code></td><td><code>179b5da318604f97616b5108f305e2a8e4609484</code></td><td><code>NkTbhEmf</code></td><td>116</td></tr><tr><td><code>windowedborderless-v0.3 - 1.20.4.jar</code></td><td><code>1a1c4dcae846866c58cc1abf71fb7f7aa4e7352a</code></td><td><code>v87dk8Q7</code></td><td>15</td></tr><tr><td><code>windowedborderless-v0.4 - 1.20.+.jar</code></td><td><code>e4d55310039b965fce6756da5286b481cfb09946</code></td><td><code>pVfdgPhy</code></td><td>68</td></tr><tr><td><code>windowedborderless-v0.4 - 1.20.+.jar</code></td><td><code>2f47e57a6bedc729359ffaf6f0149876008b5cc3</code></td><td><code>Wt4RjZ49</code></td><td>119</td></tr><tr><td><code>windowedborderless-v0.4.1_-_1.20.+.jar</code></td><td><code>2f47e57a6bedc729359ffaf6f0149876008b5cc3</code></td><td><code>oIlYelrb</code></td><td>1</td></tr></tbody></table><p>None of these files were included in any modpacks on the Modrinth platform, so you are only at risk if you downloaded the mod directly.</p><h2>Timeline</h2><h3>April 29th, 2:39pm - Project submitted for review as a legitimate mod</h3><p>The Modrinth project "Windows Borderless" is submitted for review with a single file uploaded that does not contain any malware.</p><h3>April 30th, 12:15am - Modrinth moderators approve the project</h3><p>The "Windows Borderless" project is approved with only one file, which contained no malware.</p><h3>May 2nd, 3:50am - New version containing malware is published</h3><p>A "Windows Borderless" version containing the file windowedborderless-v0.2 - 1.20.4.jar (mentioned in the table of affected files above) is published. This initial version of the malware did not include any credential or token stealing, but only sent identifying information about a user’s machine to a discord webhook.</p><h3>May 4th, 4:01pm thru May 6th, 3:46am - More versions are uploaded</h3><p>Between May 4th, 4:01pm and May 6th, 3:46am, more new versions of the mod containing the malware were uploaded. These versions all contain credential and token stealers.</p><h3>May 6, 2024 @ 7:21am - A Modrinth user reports the project</h3><p>A user submits a report against the mod, alleging that their Discord account got compromised after using the mod.</p><h3>May 6, 2024 @ 10:37am - Modrinth moderators investigate the project</h3><p>The mod is investigated by Modrinth staff. We decompiled the mod and discovered that the mod contained malicious code. The threat is immediately obvious, so within a few minutes we take down the project, all CDN links related to the project, and all other projects by the same users.</p><h2>Conclusion</h2><p>In response to this incident, we are actively developing a shared system to effectively quarantine known malicious mods by creating a web API to allow launchers to check if any of the files a user has downloaded match any of the files in our known malware database, and return up-to-date information about any known malware.</p><p>We are also in the process with working with relevant law enforcement agencies to pass along all information we have.</p><p>In order to also more proactively increase safety, we're also investigating possible methods of sandboxing or algorithmically detecting malware patterns in Java software. While these are infamously tricky to implement on certain platforms, we hope to do our best in order to ensure the best security for the modding community.</p>]]>
+ <![CDATA[<p>This is a disclosure of a malicious mod discovered to be hosted on the Modrinth platform. It is important to not panic or jump to conclusions, please carefully read the <a href="/news/article/windows-borderless-malware-disclosure/#am-i-affected" rel="noopener nofollow ugc">Am I Affected?</a> and <a href="/news/article/windows-borderless-malware-disclosure/#threat-summary" rel="noopener nofollow ugc">Threat Summary</a> sections.</p><h2>Am I Affected?</h2><p>If you run <strong>Windows</strong> and have downloaded a mod called "<strong>Windows Borderless</strong>" (specific files listed below) between May 4th, 2024 and May 6th, 2024 and have run the game with the mod installed, you are affected.</p><p><strong>IMPORTANT NOTE:</strong> This mod is called, exactly, "Windows Borderless". There are other mods with similar names on Modrinth, which are <strong><em>NOT</em></strong> malware, such as "Borderless Mining", "Borderless", and "Borderless Mining Reworked".</p><p>If you have not downloaded that mod or do not run Windows, there is no reason to believe you are at any risk. We have released a detection tool <a href="https://github.com/modrinth/oracle/releases/download/v0.0.1/ModrinthMalwareScanner.exe" rel="noopener nofollow ugc">available here</a> which can scan your mods folder for the malicious files if you wish to make sure your instance does not have the mod. The tool is also <a href="https://github.com/modrinth/oracle" rel="noopener nofollow ugc">open-source</a>.</p><p><strong>Download and run the detection tool <a href="https://github.com/modrinth/oracle/releases/download/v0.0.1/ModrinthMalwareScanner.exe" rel="noopener nofollow ugc">here</a>!</strong></p><h3>What do I do if I have used the "Windows Borderless" mod?</h3><p>First, delete the mod entirely from your computer.</p><p>The mod harvested data stored by many Chromium-based projects such as <strong>Google Chrome</strong>, <strong>Discord</strong>, <strong>Microsoft Edge</strong>, and many other browsers such as Opera/Opera GX, Vivaldi, Brave, Firefox and over dozen more. Included in this data may be <strong>account tokens</strong>, <strong>stored passwords</strong>, <strong>banking information</strong>, <strong>addresses</strong>, and more.</p><p>In order to protect yourself, change all of your passwords, and keep an eye out on your bank accounts and credit cards.</p><h2>Threat Summary</h2><p><strong>Exposure level:</strong> Low, ~372 distinct IPs downloaded affected files. One Discord account is alleged to have been stolen due to this.</p><p><strong>Malware severity:</strong> Medium (Discord, browser, and system info stealer, but does not self-replicate)</p><p><strong>Projects affected:</strong></p><table><thead><tr><th>Name</th><th>Project ID</th><th>Former URL</th></tr></thead><tbody><tr><td>Windows Borderless</td><td><code>ZQpQzwWE</code></td><td><code>https://modrinth.com/mod/windowsborderless</code></td></tr></tbody></table><p><strong>Files affected:</strong></p><table><thead><tr><th>Name</th><th>SHA1 Hash</th><th>Version ID</th><th>Download count</th></tr></thead><tbody><tr><td><code>windowedborderless-v0.2 - 1.20.4.jar</code></td><td><code>179b5da318604f97616b5108f305e2a8e4609484</code></td><td><code>NkTbhEmf</code></td><td>116</td></tr><tr><td><code>windowedborderless-v0.3 - 1.20.4.jar</code></td><td><code>1a1c4dcae846866c58cc1abf71fb7f7aa4e7352a</code></td><td><code>v87dk8Q7</code></td><td>15</td></tr><tr><td><code>windowedborderless-v0.4 - 1.20.+.jar</code></td><td><code>e4d55310039b965fce6756da5286b481cfb09946</code></td><td><code>pVfdgPhy</code></td><td>68</td></tr><tr><td><code>windowedborderless-v0.4 - 1.20.+.jar</code></td><td><code>2f47e57a6bedc729359ffaf6f0149876008b5cc3</code></td><td><code>Wt4RjZ49</code></td><td>119</td></tr><tr><td><code>windowedborderless-v0.4.1_-_1.20.+.jar</code></td><td><code>2f47e57a6bedc729359ffaf6f0149876008b5cc3</code></td><td><code>oIlYelrb</code></td><td>1</td></tr></tbody></table><p>None of these files were included in any modpacks on the Modrinth platform, so you are only at risk if you downloaded the mod directly.</p><h2>Timeline</h2><h3>April 29th, 2:39pm - Project submitted for review as a legitimate mod</h3><p>The Modrinth project "Windows Borderless" is submitted for review with a single file uploaded that does not contain any malware.</p><h3>April 30th, 12:15am - Modrinth moderators approve the project</h3><p>The "Windows Borderless" project is approved with only one file, which contained no malware.</p><h3>May 2nd, 3:50am - New version containing malware is published</h3><p>A "Windows Borderless" version containing the file windowedborderless-v0.2 - 1.20.4.jar (mentioned in the table of affected files above) is published. This initial version of the malware did not include any credential or token stealing, but only sent identifying information about a user’s machine to a discord webhook.</p><h3>May 4th, 4:01pm thru May 6th, 3:46am - More versions are uploaded</h3><p>Between May 4th, 4:01pm and May 6th, 3:46am, more new versions of the mod containing the malware were uploaded. These versions all contain credential and token stealers.</p><h3>May 6, 2024 @ 7:21am - A Modrinth user reports the project</h3><p>A user submits a report against the mod, alleging that their Discord account got compromised after using the mod.</p><h3>May 6, 2024 @ 10:37am - Modrinth moderators investigate the project</h3><p>The mod is investigated by Modrinth staff. We decompiled the mod and discovered that the mod contained malicious code. The threat is immediately obvious, so within a few minutes we take down the project, all CDN links related to the project, and all other projects by the same users.</p><h2>Conclusion</h2><p>In response to this incident, we are actively developing a shared system to effectively quarantine known malicious mods by creating a web API to allow launchers to check if any of the files a user has downloaded match any of the files in our known malware database, and return up-to-date information about any known malware.</p><p>We are also in the process with working with relevant law enforcement agencies to pass along all information we have.</p><p>In order to also more proactively increase safety, we're also investigating possible methods of sandboxing or algorithmically detecting malware patterns in Java software. While these are infamously tricky to implement on certain platforms, we hope to do our best in order to ensure the best security for the modding community.</p>]]>
@@ -101,7 +101,7 @@
https://modrinth.com/news/article/creator-update/
https://modrinth.com/news/article/creator-update/Sat, 06 Jan 2024 20:00:00 GMT
- <![CDATA[<p>December may be over, but that doesn’t mean we’re done giving gifts here at Modrinth. Over the past few months, we’ve been cooking up a whole bunch of new features for everyone to enjoy. Now seems like as good of a time as ever to bring you our Creator Update! Buckle up, because this is a big one.</p><p>The headlining features include:</p><ul><li><strong>Analytics</strong> - Allowing Modrinth creators to see statistics from their projects.</li><li><strong>Organizations</strong> - Better tools to manage shared ownership over multiple projects.</li><li><strong>Collections</strong> - A system for putting together shared sets of projects, similar to Spotify playlists.</li><li><strong>New payouts system</strong> - Updates to the existing Creator Monetization Program to better serve creators around the world.</li><li><strong>New Markdown editor</strong> - Explore a complete reworking of our text editor, making it easy even for those unfamiliar with Markdown.</li><li><strong>OAuth integrations</strong> - Our own implementation of the OAuth specification, allowing external applications to “log in with Modrinth”.</li></ul><h2>Analytics</h2><p>The long-awaited addition of <strong>analytics</strong> is here for creators! You can view analytics over time for your projects, including downloads, page views, and revenue, all in an effortlessly easy-to-use dashboard.</p><p><img src="./project-analytics.jpg" alt="The analytics for a project, showing downloads, page views, and revenue, with a breakdown by country."></p><p><img src="./user-analytics.jpg" alt="A screenshot of the analytics for a user, showing multiple different projects."></p><p>The data for analytics have been collected over the course of many months. In fact, the data for revenue goes all the way back to August 2022, and the data for downloads and views back to February 2023.</p><p>You can view the analytics for an individual project by going to the settings and clicking “Analytics”. You can view analytics for all of your projects in <a href="/dashboard/analytics" rel="noopener nofollow ugc">the analytics dashboard</a>.</p><h2>Organizations</h2><p>Isn’t managing permissions across a bunch of different projects pretty tedious? We sure thought so. Just like on GitHub, you can now create organizations on Modrinth to manage permissions across multiple projects.</p><p><img src="./organizations.jpg" alt="A screenshot of the organizations section of the Modrinth dashboard."></p><p>You can create organizations from the <a href="/dashboard/organizations" rel="noopener nofollow ugc">organizations dashboard</a>. Each organization has a name, a brief summary, and an icon. Just like project members, organization members have a role, a monetization weight, and project permissions, plus permissions for the organization as a whole. Roles, monetization weights, and project permissions can be overridden on a per-project basis.</p><p><img src="./user-orgs.jpg" alt="A screenshot of a user page, with two organizations shown at the very bottom."></p><p>Unlike GitHub, usernames and organization names on Modrinth do not conflict with one another. If you want to have an organization named after yourself, feel free to do so!</p><h2>Collections</h2><p>Just like how Spotify has playlists or how Goodreads has shelves, Modrinth now has collections! Collections are lists of Modrinth projects put together for a common purpose. You can then share these collections with others to view.</p><p><img src="./collections.jpg" alt="A screenshot of the Project Odyssey suite of mods as a collection."></p><p>Your <a href="/collection/following" rel="noopener nofollow ugc">followed projects</a> now make up an automatically generated private collection, which you can access from the <a href="/dashboard/collections" rel="noopener nofollow ugc">“Your collections” section of the dashboard</a>.</p><h3>Wait… aren’t those just modpacks?</h3><p>Not quite! Modpacks are much more complex than collections. Collections are simply lists of projects. Here’s a quick comparison:</p><table><thead><tr><th>Modpacks</th><th>Collections</th></tr></thead><tbody><tr><td>Created through a launcher, such as the <a href="/app" rel="noopener nofollow ugc">Modrinth App</a>.</td><td>Created on the <a href="/dashboard/collections" rel="noopener nofollow ugc">Modrinth website</a>.</td></tr><tr><td>Contains options files, configuration files, and optionally files from outside of Modrinth, wrapped together in a <code>.mrpack</code> file.</td><td>Contains a list of Modrinth projects (mods, plugins, data packs, resource packs, shaders, and modpacks).</td></tr><tr><td>Has individual releases with version history.</td><td>Instantly updates whenever a project is added or removed.</td></tr><tr><td>Must be reviewed by Modrinth’s staff and approved per <a href="/legal/rules" rel="noopener nofollow ugc">Modrinth’s rules</a> before it can be published.</td><td>Does <strong>not</strong> need to be reviewed by Modrinth’s staff. Can go public at any time.</td></tr><tr><td>After approval, can be <strong>listed</strong> in search, <strong>archived</strong>, <strong>unlisted</strong>, or <strong>private</strong>.</td><td>Can be <strong>public</strong> (shows up on your Modrinth profile), <strong>unlisted</strong> (only accessible by direct URL), or <strong>private</strong> (only you can access it).</td></tr></tbody></table><p>All in all, collections are handy for easily grouping together and sharing Modrinth projects. If you’re bored on the subway heading home, you can look for new mods on your phone and quickly add them to a Modrinth collection. However, for many use cases, spending the time to create a modpack might make more sense. Collections and modpacks are both here to stay—one is not going to replace the other.</p><h2>New payouts system</h2><p>PayPal and Venmo are so 2023. To enter 2024, we are adding support for a bunch of different new payout methods, including ACH (available for direct transfer to a United States bank account) and a couple thousand gift cards. You know, just “a few”.</p><p><img src="./payouts.jpg" alt="The withdrawal screen, with PayPal, Venmo, ACH, Visa, and a preview of two of the available options for the United States (AMC and Airbnb)"></p><p>Whether you want Applebee’s in America, Boek & Bladkado in Belgium, or Cineplex in Canada, we’ve got them all and plenty more. Prepaid Visa cards, Amazon gift cards, and Steam gift cards are among the available options. Does anyone want a Home Depot gift card? We’ve got those, too.</p><h2>New Markdown editor</h2><p>For the longest time, Modrinth’s text editor for descriptions, changelogs, reports, and more has just been a box to enter <a href="https://en.wikipedia.org/wiki/Markdown" rel="noopener nofollow ugc">Markdown syntax</a>. What about people who don’t know Markdown, though? Even for those who do, writing it out by hand gets tedious after a while. That’s why we rebuilt it from the ground up to make it far easier to use.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/X07M-IFsqbs?si=pUca7XGdvtdd4XlD" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe><p>Among its features are standard shortcuts (like <code>Ctrl+B</code> for <strong>bold</strong>), a monospace font in the editor itself, and buttons for inserting headers, basic formatting, lists, spoilers, block quotes, links, images, and YouTube videos.</p><p>Using the image button, you can also now upload images directly, instead of having to use an external host or the Gallery tab of a project. You can still insert images from outside sources, though certain sources (such as the Discord CDN) are blocked. We will notify authors using these blocked sources to replace the images.</p><h2>OAuth integrations</h2><p>Wouldn’t it be nice if other websites or apps could add a “Sign in with Modrinth” feature? We asked ourselves this and thought, yes, it would be nice to add. So we added it.</p><p>The <a href="https://en.wikipedia.org/wiki/OAuth" rel="noopener nofollow ugc">OAuth2 protocol</a> allows other services to gain a limited amount of access to your Modrinth account without compromising your login information. Maybe you want to create your own analytics dashboard? Or maybe you want to make your own way to add content to collections? How about connecting organization permissions to roles in a Discord server? The possibilities are endless.</p><p><img src="./oauth.jpg" alt="A screenshot of an OAuth app requesting permission to your user profile."></p><p>You can create a new OAuth application in the <a href="/settings/applications" rel="noopener nofollow ugc">Applications</a> section of your settings. You can see which applications you’ve granted access to in the <a href="/settings/authorizations" rel="noopener nofollow ugc">Authorizations</a> section.</p><h2>Conclusion</h2><p>Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both <a href="https://floss.social/@modrinth" rel="noopener nofollow ugc">Mastodon</a> and <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">X/Twitter</a>. You can also chat with us on <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">Discord</a> if you like that.</p><p>Thanks to <a href="https://github.com/intergrav" rel="noopener nofollow ugc">intergrav</a> for making the banner image.</p>]]>
+ <![CDATA[<p>December may be over, but that doesn’t mean we’re done giving gifts here at Modrinth. Over the past few months, we’ve been cooking up a whole bunch of new features for everyone to enjoy. Now seems like as good of a time as ever to bring you our Creator Update! Buckle up, because this is a big one.</p><p>The headlining features include:</p><ul><li><strong>Analytics</strong> - Allowing Modrinth creators to see statistics from their projects.</li><li><strong>Organizations</strong> - Better tools to manage shared ownership over multiple projects.</li><li><strong>Collections</strong> - A system for putting together shared sets of projects, similar to Spotify playlists.</li><li><strong>New payouts system</strong> - Updates to the existing Creator Monetization Program to better serve creators around the world.</li><li><strong>New Markdown editor</strong> - Explore a complete reworking of our text editor, making it easy even for those unfamiliar with Markdown.</li><li><strong>OAuth integrations</strong> - Our own implementation of the OAuth specification, allowing external applications to “log in with Modrinth”.</li></ul><h2>Analytics</h2><p>The long-awaited addition of <strong>analytics</strong> is here for creators! You can view analytics over time for your projects, including downloads, page views, and revenue, all in an effortlessly easy-to-use dashboard.</p><p><img src="/news/article/creator-update/project-analytics.jpg" alt="The analytics for a project, showing downloads, page views, and revenue, with a breakdown by country."></p><p><img src="/news/article/creator-update/user-analytics.jpg" alt="A screenshot of the analytics for a user, showing multiple different projects."></p><p>The data for analytics have been collected over the course of many months. In fact, the data for revenue goes all the way back to August 2022, and the data for downloads and views back to February 2023.</p><p>You can view the analytics for an individual project by going to the settings and clicking “Analytics”. You can view analytics for all of your projects in <a href="/dashboard/analytics" rel="noopener nofollow ugc">the analytics dashboard</a>.</p><h2>Organizations</h2><p>Isn’t managing permissions across a bunch of different projects pretty tedious? We sure thought so. Just like on GitHub, you can now create organizations on Modrinth to manage permissions across multiple projects.</p><p><img src="/news/article/creator-update/organizations.jpg" alt="A screenshot of the organizations section of the Modrinth dashboard."></p><p>You can create organizations from the <a href="/dashboard/organizations" rel="noopener nofollow ugc">organizations dashboard</a>. Each organization has a name, a brief summary, and an icon. Just like project members, organization members have a role, a monetization weight, and project permissions, plus permissions for the organization as a whole. Roles, monetization weights, and project permissions can be overridden on a per-project basis.</p><p><img src="/news/article/creator-update/user-orgs.jpg" alt="A screenshot of a user page, with two organizations shown at the very bottom."></p><p>Unlike GitHub, usernames and organization names on Modrinth do not conflict with one another. If you want to have an organization named after yourself, feel free to do so!</p><h2>Collections</h2><p>Just like how Spotify has playlists or how Goodreads has shelves, Modrinth now has collections! Collections are lists of Modrinth projects put together for a common purpose. You can then share these collections with others to view.</p><p><img src="/news/article/creator-update/collections.jpg" alt="A screenshot of the Project Odyssey suite of mods as a collection."></p><p>Your <a href="/collection/following" rel="noopener nofollow ugc">followed projects</a> now make up an automatically generated private collection, which you can access from the <a href="/dashboard/collections" rel="noopener nofollow ugc">“Your collections” section of the dashboard</a>.</p><h3>Wait… aren’t those just modpacks?</h3><p>Not quite! Modpacks are much more complex than collections. Collections are simply lists of projects. Here’s a quick comparison:</p><table><thead><tr><th>Modpacks</th><th>Collections</th></tr></thead><tbody><tr><td>Created through a launcher, such as the <a href="/app" rel="noopener nofollow ugc">Modrinth App</a>.</td><td>Created on the <a href="/dashboard/collections" rel="noopener nofollow ugc">Modrinth website</a>.</td></tr><tr><td>Contains options files, configuration files, and optionally files from outside of Modrinth, wrapped together in a <code>.mrpack</code> file.</td><td>Contains a list of Modrinth projects (mods, plugins, data packs, resource packs, shaders, and modpacks).</td></tr><tr><td>Has individual releases with version history.</td><td>Instantly updates whenever a project is added or removed.</td></tr><tr><td>Must be reviewed by Modrinth’s staff and approved per <a href="/legal/rules" rel="noopener nofollow ugc">Modrinth’s rules</a> before it can be published.</td><td>Does <strong>not</strong> need to be reviewed by Modrinth’s staff. Can go public at any time.</td></tr><tr><td>After approval, can be <strong>listed</strong> in search, <strong>archived</strong>, <strong>unlisted</strong>, or <strong>private</strong>.</td><td>Can be <strong>public</strong> (shows up on your Modrinth profile), <strong>unlisted</strong> (only accessible by direct URL), or <strong>private</strong> (only you can access it).</td></tr></tbody></table><p>All in all, collections are handy for easily grouping together and sharing Modrinth projects. If you’re bored on the subway heading home, you can look for new mods on your phone and quickly add them to a Modrinth collection. However, for many use cases, spending the time to create a modpack might make more sense. Collections and modpacks are both here to stay—one is not going to replace the other.</p><h2>New payouts system</h2><p>PayPal and Venmo are so 2023. To enter 2024, we are adding support for a bunch of different new payout methods, including ACH (available for direct transfer to a United States bank account) and a couple thousand gift cards. You know, just “a few”.</p><p><img src="/news/article/creator-update/payouts.jpg" alt="The withdrawal screen, with PayPal, Venmo, ACH, Visa, and a preview of two of the available options for the United States (AMC and Airbnb)"></p><p>Whether you want Applebee’s in America, Boek & Bladkado in Belgium, or Cineplex in Canada, we’ve got them all and plenty more. Prepaid Visa cards, Amazon gift cards, and Steam gift cards are among the available options. Does anyone want a Home Depot gift card? We’ve got those, too.</p><h2>New Markdown editor</h2><p>For the longest time, Modrinth’s text editor for descriptions, changelogs, reports, and more has just been a box to enter <a href="https://en.wikipedia.org/wiki/Markdown" rel="noopener nofollow ugc">Markdown syntax</a>. What about people who don’t know Markdown, though? Even for those who do, writing it out by hand gets tedious after a while. That’s why we rebuilt it from the ground up to make it far easier to use.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/X07M-IFsqbs?si=pUca7XGdvtdd4XlD" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe><p>Among its features are standard shortcuts (like <code>Ctrl+B</code> for <strong>bold</strong>), a monospace font in the editor itself, and buttons for inserting headers, basic formatting, lists, spoilers, block quotes, links, images, and YouTube videos.</p><p>Using the image button, you can also now upload images directly, instead of having to use an external host or the Gallery tab of a project. You can still insert images from outside sources, though certain sources (such as the Discord CDN) are blocked. We will notify authors using these blocked sources to replace the images.</p><h2>OAuth integrations</h2><p>Wouldn’t it be nice if other websites or apps could add a “Sign in with Modrinth” feature? We asked ourselves this and thought, yes, it would be nice to add. So we added it.</p><p>The <a href="https://en.wikipedia.org/wiki/OAuth" rel="noopener nofollow ugc">OAuth2 protocol</a> allows other services to gain a limited amount of access to your Modrinth account without compromising your login information. Maybe you want to create your own analytics dashboard? Or maybe you want to make your own way to add content to collections? How about connecting organization permissions to roles in a Discord server? The possibilities are endless.</p><p><img src="/news/article/creator-update/oauth.jpg" alt="A screenshot of an OAuth app requesting permission to your user profile."></p><p>You can create a new OAuth application in the <a href="/settings/applications" rel="noopener nofollow ugc">Applications</a> section of your settings. You can see which applications you’ve granted access to in the <a href="/settings/authorizations" rel="noopener nofollow ugc">Authorizations</a> section.</p><h2>Conclusion</h2><p>Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both <a href="https://floss.social/@modrinth" rel="noopener nofollow ugc">Mastodon</a> and <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">X/Twitter</a>. You can also chat with us on <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord</a> if you like that.</p><p>Thanks to <a href="https://github.com/intergrav" rel="noopener nofollow ugc">intergrav</a> for making the banner image.</p>]]>
@@ -109,7 +109,7 @@
https://modrinth.com/news/article/download-adjustment/
https://modrinth.com/news/article/download-adjustment/Fri, 10 Nov 2023 20:00:00 GMT
- <![CDATA[<p>While working on the upcoming analytics update for Modrinth, our team found an issue leading to higher download counts from specific countries. This was caused by an oversight with regards to rate limiting, or in other words, certain files being downloaded over and over again. <strong>Importantly, this did not affect creator payouts</strong>; only our analytics. Approximately 15.4% of Modrinth downloads were found to be over-counted. These duplicates have been identified and are being removed from project download counts and analytics. Read on to learn about the cause of this error and how we fixed it.</p><p>A graph of many Modrinth projects and their download counts, showing a disproportionate amount of downloads from China.</p><p><img src="./country-download-counts.jpg" alt="Notice anything out of the ordinary?"></p><p>More specifically, the issue we encountered is that the download counts from China were through the roof compared to the page view statistics.</p><p><img src="./country-page-views.jpg" alt="A graph of many Modrinth projects and their page views, showing a relatively even distribution across countries."></p><p>Upon further investigation, there was one specific launcher that was repeatedly downloading the same files from Modrinth over and over again within a very short time span.</p><p><img src="./downloads-table.jpg" alt="A table of downloads split into several parts."></p><p>Notice how the downloads in each section (delineated by the bold line) have the same path and were created within the same second.</p><p>This, to say the least, baffled us. We already had code called <a href="https://github.com/modrinth/sisyphus" rel="noopener nofollow ugc">Sisyphus</a> in place to limit the number of downloads that a single source can make over a given span of time. So what gives?</p><p>As it turns out, the issue lay in the underlying technology used by Sisyphus. It uses <a href="https://workers.cloudflare.com/" rel="noopener nofollow ugc">Cloudflare Workers</a> in order to intercept the request each time that a file is requested to be downloaded. Essentially, it acted like so:</p><ol><li>A source (whether this be a launcher, someone clicking the download button on the website, etc.) would request a file from Modrinth.</li><li>Sisyphus would take note of this source’s information, including what it requested, its IP address, and its request headers, and write it to a small database. If this source had not requested this path before, it would add one download to this file. If it had already requested it, it would not.</li><li>Sisyphus would then give the file that the source requested. It gives the file regardless of whether the download counted or not.</li></ol><p>For the most part, this system works fairly well. The main issue comes in step 2: it takes a little while for different Sisyphus instances to sync up with each other. One of the benefits of Cloudflare Workers is that the code is deployed to hundreds of different servers around the world. When multiple requests come in at the same time, they can get routed to different servers in order to allow each request to be handled faster. Cloudflare Workers, however, takes <a href="https://developers.cloudflare.com/kv/concepts/how-kv-works/#consistency" rel="noopener nofollow ugc">up to 60 seconds</a> for each server’s information to sync up with each other. A server in Australia might know that a given source has already downloaded something, but a server in Turkey might not. As a result, multiple downloads from the same source might all get counted if they are handled by different servers.</p><p>In order to fix this, we entirely rewrote Sisyphus. It still uses Cloudflare Workers, but all of the processing of step 2 has been offloaded to the main Modrinth backend. This not only speeds up downloads (even if only briefly), but also makes download counts more reliable. Over the past few days, we've already implemented the necessary adjustments. Our observations have shown that the results are significantly more consistent in their accuracy. Instead of having strange spikes in activity, the graph of new downloads now follows the expected pattern.</p><p><img src="./new-sisyphus.jpg" alt="A graph that is split up into two parts: on the left, a spiky graph with the text "old sisyphus". On the right, a graph with consistent dips and peaks."></p><p>Notice the spikes on the left? Compare that to the silky-smooth sinusoidal satisfaction on the right!</p><p>To reiterate, the issue is now resolved and <strong>payouts were not affected</strong>. Payouts do not take into account downloads from launchers other than the <a href="/app" rel="noopener nofollow ugc">Modrinth App</a>; therefore, this adjustment has no bearing on payouts.</p><p>P.S. Are you curious about why our download counter is called Sisyphus? In Greek mythology, Sisyphus rolls a boulder up a hill for the rest of eternity. Like Sisyphus, our download counter has no point other than to keep increasing for as long as Modrinth exists.</p>]]>
+ <![CDATA[<p>While working on the upcoming analytics update for Modrinth, our team found an issue leading to higher download counts from specific countries. This was caused by an oversight with regards to rate limiting, or in other words, certain files being downloaded over and over again. <strong>Importantly, this did not affect creator payouts</strong>; only our analytics. Approximately 15.4% of Modrinth downloads were found to be over-counted. These duplicates have been identified and are being removed from project download counts and analytics. Read on to learn about the cause of this error and how we fixed it.</p><p>A graph of many Modrinth projects and their download counts, showing a disproportionate amount of downloads from China.</p><p><img src="/news/article/download-adjustment/country-download-counts.jpg" alt="Notice anything out of the ordinary?"></p><p>More specifically, the issue we encountered is that the download counts from China were through the roof compared to the page view statistics.</p><p><img src="/news/article/download-adjustment/country-page-views.jpg" alt="A graph of many Modrinth projects and their page views, showing a relatively even distribution across countries."></p><p>Upon further investigation, there was one specific launcher that was repeatedly downloading the same files from Modrinth over and over again within a very short time span.</p><p><img src="/news/article/download-adjustment/downloads-table.jpg" alt="A table of downloads split into several parts."></p><p>Notice how the downloads in each section (delineated by the bold line) have the same path and were created within the same second.</p><p>This, to say the least, baffled us. We already had code called <a href="https://github.com/modrinth/sisyphus" rel="noopener nofollow ugc">Sisyphus</a> in place to limit the number of downloads that a single source can make over a given span of time. So what gives?</p><p>As it turns out, the issue lay in the underlying technology used by Sisyphus. It uses <a href="https://workers.cloudflare.com/" rel="noopener nofollow ugc">Cloudflare Workers</a> in order to intercept the request each time that a file is requested to be downloaded. Essentially, it acted like so:</p><ol><li>A source (whether this be a launcher, someone clicking the download button on the website, etc.) would request a file from Modrinth.</li><li>Sisyphus would take note of this source’s information, including what it requested, its IP address, and its request headers, and write it to a small database. If this source had not requested this path before, it would add one download to this file. If it had already requested it, it would not.</li><li>Sisyphus would then give the file that the source requested. It gives the file regardless of whether the download counted or not.</li></ol><p>For the most part, this system works fairly well. The main issue comes in step 2: it takes a little while for different Sisyphus instances to sync up with each other. One of the benefits of Cloudflare Workers is that the code is deployed to hundreds of different servers around the world. When multiple requests come in at the same time, they can get routed to different servers in order to allow each request to be handled faster. Cloudflare Workers, however, takes <a href="https://developers.cloudflare.com/kv/concepts/how-kv-works/#consistency" rel="noopener nofollow ugc">up to 60 seconds</a> for each server’s information to sync up with each other. A server in Australia might know that a given source has already downloaded something, but a server in Turkey might not. As a result, multiple downloads from the same source might all get counted if they are handled by different servers.</p><p>In order to fix this, we entirely rewrote Sisyphus. It still uses Cloudflare Workers, but all of the processing of step 2 has been offloaded to the main Modrinth backend. This not only speeds up downloads (even if only briefly), but also makes download counts more reliable. Over the past few days, we've already implemented the necessary adjustments. Our observations have shown that the results are significantly more consistent in their accuracy. Instead of having strange spikes in activity, the graph of new downloads now follows the expected pattern.</p><p><img src="/news/article/download-adjustment/new-sisyphus.jpg" alt="A graph that is split up into two parts: on the left, a spiky graph with the text "old sisyphus". On the right, a graph with consistent dips and peaks."></p><p>Notice the spikes on the left? Compare that to the silky-smooth sinusoidal satisfaction on the right!</p><p>To reiterate, the issue is now resolved and <strong>payouts were not affected</strong>. Payouts do not take into account downloads from launchers other than the <a href="/app" rel="noopener nofollow ugc">Modrinth App</a>; therefore, this adjustment has no bearing on payouts.</p><p>P.S. Are you curious about why our download counter is called Sisyphus? In Greek mythology, Sisyphus rolls a boulder up a hill for the rest of eternity. Like Sisyphus, our download counter has no point other than to keep increasing for as long as Modrinth exists.</p>]]>
@@ -117,7 +117,7 @@
https://modrinth.com/news/article/modrinth-app-beta/
https://modrinth.com/news/article/modrinth-app-beta/Sat, 05 Aug 2023 20:00:00 GMT
- <![CDATA[<p>The past few months have been a bit quiet on our part, but that doesn’t mean we haven’t been working on anything. In fact, this is quite possibly our biggest update yet, bringing the much-anticipated Modrinth App to general availability, alongside several other major features. Let’s get right into it!</p><h2>Modrinth App Beta</h2><p>Most of our time has been spent working on <a href="/app" rel="noopener nofollow ugc">Modrinth App</a>. This launcher integrates tightly with the website, bringing you the same bank of mods, modpacks, data packs, shaders, and resource packs already available for download on Modrinth.</p><p>Alongside that, there are a wealth of other features for you to find, including:</p><ul><li>Full support for vanilla, Forge, Fabric, and Quilt</li><li>Full support for Windows, macOS, and Linux</li><li>Modrinth modpack importing, either through the website or through a .mrpack file</li><li>Modrinth modpack exporting to the .mrpack format to upload to the website or share with friends</li><li>Importing of instances from a variety of different launchers, including MultiMC, GDLauncher, ATLauncher, CurseForge, and Prism Launcher</li><li>The ability to update, add, and remove individual mods in a modpack</li><li>The ability to run different modded instances in parallel</li><li>The ability to view and share current and historical logs</li><li>An auto-updater to ensure the app is always up-to-date</li><li>An interactive tutorial to show you through the core features of the app</li><li>Performance through the roof, backed by Rust and Tauri (not Electron!)</li><li>Fully open-source under the GNU GPLv3 license</li></ul><p>More features will, of course, be coming in the future. This is being considered a <strong>beta release</strong>. Nonetheless, we’re still very proud of what we’ve already created, and we’re pleased to say that it’s available for download on our website <strong>right now</strong> at <a href="/app" rel="noopener nofollow ugc">https://modrinth.app</a>. Check it out, play around with it, and have fun!</p><h2>Authentication, scoped tokens, and security</h2><p>The second major thing we’re releasing today is a wide range of changes to our authentication system. Security is a top concern at Modrinth, especially following recent events in the modded Minecraft community when several individuals were compromised due to <a href="https://github.com/trigram-mrp/fractureiser/tree/main#readme" rel="noopener nofollow ugc">a virus</a>. While Modrinth was not affected directly by this attack, it provided a harrowing reminder of what we’re working with. That’s why we’re pleased to announce three major features today that will strengthen Modrinth’s security significantly: in-house authentication, two-factor authentication, and scoped personal access tokens.</p><h3>In-house authentication and two-factor authentication</h3><p><img src="./auth.jpg" alt="A screenshot of the new Modrinth sign-in page, showing options to sign in with Discord, GitHub, Microsoft, Google, Steam, GitLab, or with an email and password."></p><p>Until today, Modrinth has always used GitHub accounts exclusively for authentication. That changes now. Starting today, you can now connect your Discord, Microsoft, Google, Steam, and/or GitLab accounts to your Modrinth account. You may also forgo all six of those options and elect to use a good ol’ fashioned email and password. No problems with that! (If you’re curious, we store passwords hashed with the Argon2id method, meaning we couldn't read them even if we wanted to.)</p>]]>
+ <![CDATA[<p>The past few months have been a bit quiet on our part, but that doesn’t mean we haven’t been working on anything. In fact, this is quite possibly our biggest update yet, bringing the much-anticipated Modrinth App to general availability, alongside several other major features. Let’s get right into it!</p><h2>Modrinth App Beta</h2><p>Most of our time has been spent working on <a href="/app" rel="noopener nofollow ugc">Modrinth App</a>. This launcher integrates tightly with the website, bringing you the same bank of mods, modpacks, data packs, shaders, and resource packs already available for download on Modrinth.</p><p>Alongside that, there are a wealth of other features for you to find, including:</p><ul><li>Full support for vanilla, Forge, Fabric, and Quilt</li><li>Full support for Windows, macOS, and Linux</li><li>Modrinth modpack importing, either through the website or through a .mrpack file</li><li>Modrinth modpack exporting to the .mrpack format to upload to the website or share with friends</li><li>Importing of instances from a variety of different launchers, including MultiMC, GDLauncher, ATLauncher, CurseForge, and Prism Launcher</li><li>The ability to update, add, and remove individual mods in a modpack</li><li>The ability to run different modded instances in parallel</li><li>The ability to view and share current and historical logs</li><li>An auto-updater to ensure the app is always up-to-date</li><li>An interactive tutorial to show you through the core features of the app</li><li>Performance through the roof, backed by Rust and Tauri (not Electron!)</li><li>Fully open-source under the GNU GPLv3 license</li></ul><p>More features will, of course, be coming in the future. This is being considered a <strong>beta release</strong>. Nonetheless, we’re still very proud of what we’ve already created, and we’re pleased to say that it’s available for download on our website <strong>right now</strong> at <a href="/app" rel="noopener nofollow ugc">https://modrinth.app</a>. Check it out, play around with it, and have fun!</p><h2>Authentication, scoped tokens, and security</h2><p>The second major thing we’re releasing today is a wide range of changes to our authentication system. Security is a top concern at Modrinth, especially following recent events in the modded Minecraft community when several individuals were compromised due to <a href="https://github.com/trigram-mrp/fractureiser/tree/main#readme" rel="noopener nofollow ugc">a virus</a>. While Modrinth was not affected directly by this attack, it provided a harrowing reminder of what we’re working with. That’s why we’re pleased to announce three major features today that will strengthen Modrinth’s security significantly: in-house authentication, two-factor authentication, and scoped personal access tokens.</p><h3>In-house authentication and two-factor authentication</h3><p><img src="/news/article/modrinth-app-beta/auth.jpg" alt="A screenshot of the new Modrinth sign-in page, showing options to sign in with Discord, GitHub, Microsoft, Google, Steam, GitLab, or with an email and password."></p><p>Until today, Modrinth has always used GitHub accounts exclusively for authentication. That changes now. Starting today, you can now connect your Discord, Microsoft, Google, Steam, and/or GitLab accounts to your Modrinth account. You may also forgo all six of those options and elect to use a good ol’ fashioned email and password. No problems with that! (If you’re curious, we store passwords hashed with the Argon2id method, meaning we couldn't read them even if we wanted to.)</p>]]>
@@ -133,7 +133,7 @@
https://modrinth.com/news/article/accelerating-development/
https://modrinth.com/news/article/accelerating-development/Wed, 01 Feb 2023 20:00:00 GMT
- <![CDATA[<p><strong>Update: On <a href="/news/article/capital-return" rel="noopener nofollow ugc">April 4, 2024</a> we announced that we had returned the remaining $800k in investor capital back to our investors to take a different path. <a href="/news/article/capital-return" rel="noopener nofollow ugc">Read that announcement here</a>. This article remains here for archival purposes.</strong></p><hr><p>There are over 3 billion gamers worldwide, but only a small fraction ever go further and mod the games they play. Modrinth is here to bring modding to every player on the planet—all the while allowing mod creators to make a living off of it.</p><p>Since our founding in 2020 and up until a few months ago, Modrinth has been a purely volunteer project. In the past couple months, the Modrinth team has been more productive than ever. We've released the <a href="../two-years-of-modrinth" rel="noopener nofollow ugc">Anniversary Update</a>, we're actively working on the launcher once more, and we're laying out plans for how to multiply Modrinth creator payouts.</p><p>The vision we have for the future of Modrinth is great, and right alongside that is the need for an amazing team to build out this vision. That's why we <a href="https://x.com/modrinth/status/1615416957905342472" rel="noopener nofollow ugc">recently announced</a> that <a href="https://careers.modrinth.com" rel="noopener nofollow ugc">we're hiring</a>—we've already come so far on just volunteer work, but for Modrinth to be sustainable and for its growth to be sustainable, we need to pick up the pace.</p><p>That's why we're excited to announce that we've raised a pre-seed round of funding led by <a href="https://www.makersfund.com/" rel="noopener nofollow ugc">Makers Fund</a>, with investors including <a href="https://x.com/ryanmjohnson" rel="noopener nofollow ugc">Ryan Johnson</a>, <a href="https://x.com/sthenc" rel="noopener nofollow ugc">Stephen Cole</a>, <a href="https://x.com/PimDeWitte" rel="noopener nofollow ugc">Pim de Witte</a>, <a href="https://www.linkedin.com/in/leechris1/" rel="noopener nofollow ugc">Chris Lee</a>, and <a href="https://x.com/andreas" rel="noopener nofollow ugc">Andreas Thorstensson</a> to accelerate development and expand to new horizons for Modrinth.</p><h2>What's next?</h2><p>We're thrilled to keep on building and iterating on Modrinth over the next few years. Here's a look into what we have in store over the next few months for Modrinth:</p><ul><li>A feature-packed launcher</li><li>Creator organizations (like GitHub), wikis, graphs (with playtime, views, downloads, etc)</li><li>More creator payouts, through the growth of Adrinth</li><li>Discovery/recommendation of mods (especially up-and-coming content)</li><li>Comments (with built-in moderation and spam protection)</li><li>[Redacted]</li></ul><p>Support for new games!</p><p>We are excited that we are able to build a product that will manage to grow us to sustainability and create the best modding experience for creators and users. Being able to pay ourselves and bring on new people is a big step in making that happen. There is still a lot to do, so let's get to it!</p><h2>Q&A:</h2><p>We know there might be some concerns so we included a short Q&A section below for some common ones. Feel free to ask in our <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">Discord</a> if you have any more questions!</p><h3>Why does Modrinth need funding?</h3><p>Our main expense is and will continue to be salaries. The labor cost has always been the main bottleneck for Modrinth. Having paid employees will allow us to develop Modrinth faster, bringing Modrinth to a point of sustainability and growing the platform. For example, we're planning to release our launcher this year, and eventually we're hoping to expand into more games. Those won't be possible without having paid employees.</p><h3>Is Modrinth still community-first?</h3><p>We started and always will have the goal of creating a community-oriented, open-source modding platform. Simply put, there isn't any reason for us not to be. It's clear that the previous impersonal, corporate approaches to video game modding have not worked, and Modrinth is excited to change that.</p><h3>Will Modrinth still be open-source?</h3><p>Yes! We are committed to having all (when possible) our current code and future code we write to be open-source. Copyright is held by the contributors as we have no <a href="https://en.wikipedia.org/wiki/Contributor_License_Agreement" rel="noopener nofollow ugc">CLA</a>, so we cannot make it closed-source (even if we wanted to) without, well, violating the law.</p><h3>Who's behind Modrinth?</h3><p>The Modrinth team (currently consisting of Prospector, Emma, and Geometrically) is behind Modrinth. We've been modding Minecraft for years, with connections extending back to grade school. Investors have a minority stake in the company, and have no control or say in our decisions.</p><h3>Is Modrinth going to adopt web3/cryptocurrency?</h3><p>No. We have no plans to adopt or explore web3 for Modrinth.</p><h3>Will investment money be used to fund creator payouts?</h3><p>Not directly. Hiring more people will allow us to build up the infrastructure that can increase payouts, but the money we pay out to creators will always come from sustainable sources such as advertising and never from investment funds.</p>]]>
+ <![CDATA[<p><strong>Update: On <a href="/news/article/capital-return" rel="noopener nofollow ugc">April 4, 2024</a> we announced that we had returned the remaining $800k in investor capital back to our investors to take a different path. <a href="/news/article/capital-return" rel="noopener nofollow ugc">Read that announcement here</a>. This article remains here for archival purposes.</strong></p><hr><p>There are over 3 billion gamers worldwide, but only a small fraction ever go further and mod the games they play. Modrinth is here to bring modding to every player on the planet—all the while allowing mod creators to make a living off of it.</p><p>Since our founding in 2020 and up until a few months ago, Modrinth has been a purely volunteer project. In the past couple months, the Modrinth team has been more productive than ever. We've released the <a href="/news/article/two-years-of-modrinth" rel="noopener nofollow ugc">Anniversary Update</a>, we're actively working on the launcher once more, and we're laying out plans for how to multiply Modrinth creator payouts.</p><p>The vision we have for the future of Modrinth is great, and right alongside that is the need for an amazing team to build out this vision. That's why we <a href="https://x.com/modrinth/status/1615416957905342472" rel="noopener nofollow ugc">recently announced</a> that <a href="https://careers.modrinth.com/" rel="noopener nofollow ugc">we're hiring</a>—we've already come so far on just volunteer work, but for Modrinth to be sustainable and for its growth to be sustainable, we need to pick up the pace.</p><p>That's why we're excited to announce that we've raised a pre-seed round of funding led by <a href="https://www.makersfund.com/" rel="noopener nofollow ugc">Makers Fund</a>, with investors including <a href="https://x.com/ryanmjohnson" rel="noopener nofollow ugc">Ryan Johnson</a>, <a href="https://x.com/sthenc" rel="noopener nofollow ugc">Stephen Cole</a>, <a href="https://x.com/PimDeWitte" rel="noopener nofollow ugc">Pim de Witte</a>, <a href="https://www.linkedin.com/in/leechris1/" rel="noopener nofollow ugc">Chris Lee</a>, and <a href="https://x.com/andreas" rel="noopener nofollow ugc">Andreas Thorstensson</a> to accelerate development and expand to new horizons for Modrinth.</p><h2>What's next?</h2><p>We're thrilled to keep on building and iterating on Modrinth over the next few years. Here's a look into what we have in store over the next few months for Modrinth:</p><ul><li>A feature-packed launcher</li><li>Creator organizations (like GitHub), wikis, graphs (with playtime, views, downloads, etc)</li><li>More creator payouts, through the growth of Adrinth</li><li>Discovery/recommendation of mods (especially up-and-coming content)</li><li>Comments (with built-in moderation and spam protection)</li><li>[Redacted]</li></ul><p>Support for new games!</p><p>We are excited that we are able to build a product that will manage to grow us to sustainability and create the best modding experience for creators and users. Being able to pay ourselves and bring on new people is a big step in making that happen. There is still a lot to do, so let's get to it!</p><h2>Q&A:</h2><p>We know there might be some concerns so we included a short Q&A section below for some common ones. Feel free to ask in our <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord</a> if you have any more questions!</p><h3>Why does Modrinth need funding?</h3><p>Our main expense is and will continue to be salaries. The labor cost has always been the main bottleneck for Modrinth. Having paid employees will allow us to develop Modrinth faster, bringing Modrinth to a point of sustainability and growing the platform. For example, we're planning to release our launcher this year, and eventually we're hoping to expand into more games. Those won't be possible without having paid employees.</p><h3>Is Modrinth still community-first?</h3><p>We started and always will have the goal of creating a community-oriented, open-source modding platform. Simply put, there isn't any reason for us not to be. It's clear that the previous impersonal, corporate approaches to video game modding have not worked, and Modrinth is excited to change that.</p><h3>Will Modrinth still be open-source?</h3><p>Yes! We are committed to having all (when possible) our current code and future code we write to be open-source. Copyright is held by the contributors as we have no <a href="https://en.wikipedia.org/wiki/Contributor_License_Agreement" rel="noopener nofollow ugc">CLA</a>, so we cannot make it closed-source (even if we wanted to) without, well, violating the law.</p><h3>Who's behind Modrinth?</h3><p>The Modrinth team (currently consisting of Prospector, Emma, and Geometrically) is behind Modrinth. We've been modding Minecraft for years, with connections extending back to grade school. Investors have a minority stake in the company, and have no control or say in our decisions.</p><h3>Is Modrinth going to adopt web3/cryptocurrency?</h3><p>No. We have no plans to adopt or explore web3 for Modrinth.</p><h3>Will investment money be used to fund creator payouts?</h3><p>Not directly. Hiring more people will allow us to build up the infrastructure that can increase payouts, but the money we pay out to creators will always come from sustainable sources such as advertising and never from investment funds.</p>]]>
@@ -141,7 +141,7 @@
https://modrinth.com/news/article/two-years-of-modrinth/
https://modrinth.com/news/article/two-years-of-modrinth/Sat, 07 Jan 2023 00:00:00 GMT
- <![CDATA[<p>Modrinth initially <a href="../modrinth-beta" rel="noopener nofollow ugc">went into beta</a> on November 30th, 2020. Just over a month ago was November 30th, 2022, marking <strong>two years</strong> since Modrinth was generally available as a platform for everyone to use. Today, we're proud to announce the Anniversary Update, celebrating both two years of Modrinth as well as the coming of the new year, and we'll be discussing our New Year's Resolutions for 2023.</p><p>Before you read this post, though, we recommend taking a look at <a href="../two-years-of-modrinth-history" rel="noopener nofollow ugc">our retrospective on Modrinth's history through 2020—2022</a>. It just wouldn't be right to take a look at the present and the future without also taking a look at our past, seeing how far we've come from our humble beginnings.</p><p>With that out of the way, this post primarily serves to announce a few of the smaller features we've been working on after the release of creator monetization. We've bundled these all together as the <strong>Anniversary Update</strong>.</p><p>Looking just at what's already done is boring, though, so we'll also be looking at what's yet to come. Modrinth's future is even brighter than any of us can imagine, so we'll be focusing on what we're gonna do in order to get to that bright future. If you've ever made <strong>New Year's Resolutions</strong>, we're going to briefly discuss our resolutions for 2023.</p><p>Without further adieu, let's get right into what's new with this new year!</p><h2>Shader packs and data packs</h2><p>The long-awaited arrival of shader packs and data packs is now here on Modrinth!</p><p>Shader packs can be viewed in the <a href="/shaders" rel="noopener nofollow ugc">shaders tab</a>. This includes shaders that support <a href="/mod/iris" rel="noopener nofollow ugc">Iris</a>, <a href="/mod/canvas" rel="noopener nofollow ugc">Canvas</a>, and OptiFine, as well as vanilla core shaders. (Even though they're installed via the resource pack system, we have decided to put Canvas and core shaders in shader packs since most users will not search in resource packs for shader packs, even if that's how they're installed.)</p><p>Data packs can be found in the <a href="/datapacks" rel="noopener nofollow ugc">data packs tab</a>. These are implemented similarly to plugins, in that projects with a mod version can also upload a data pack version (and vice versa). Additionally, data pack authors can choose to have their data packs packaged as a mod using the handy-dandy button on the site.</p><p>Data packs can optionally upload a corresponding resource pack as a separate file. We discourage bundling data files and asset files in the same zip file.</p><h2>New landing page</h2><p>The <a href="/" rel="noopener nofollow ugc">homepage</a> has been completely remade, featuring a scrolling list of random projects from Modrinth. Feel free to use this to discover new projects—just make sure you refresh occasionally, because they loop after a little while until you refresh!</p><p><img src="./landing-page.jpg" alt="A screenshot of the new homepage, with a maze background and projects scrolling across the bottom. Bold across the front is "The place for Minecraft mods"."></p><h2>Project overhaul for creators</h2><p>We're continuing to bring expansions to the creator dashboard introduced with monetization. The new <strong>Projects</strong> tab allows you to view all of your projects in a table and quickly access their information and settings.</p><p><a href="/dashboard/projects" rel="noopener nofollow ugc"><img src="./projects-dashboard.jpg" alt="The new Modrinth project dashboard"></a></p><p>The same page also introduces the ability to bulk-edit the external resource links without having to edit each page individually. For example, if your Discord invite expires, you used to have to edit each of your projects individually to add it back. Now you can just select the projects you want to edit the links for and edit them all at the same time!</p><p><img src="./bulk-edit.jpg" alt="A modal with several input fields for external resource links, listing multiple projects the input changes will be applied to."></p><p>Even better are the changes to the settings page for individual projects. Previously, the project settings page was disorganized and cluttered. The project settings page has been completely redone, inspired by GitHub's repository settings page.</p><p><img src="./project-settings.jpg" alt="The new project settings page, shown for Sodium."></p><p>Draft projects also now have a publishing checklist, making it more clear to authors as to what their next steps should look like. Red asterisks are items that must be completed before submitting and purple light bulbs are suggestions.</p><p><img src="./publishing-checklist.jpg" alt="A card with several tasks for a draft project owner to do, such as adding a description and selecting the necessary information."></p><h2>Version page overhaul</h2><p>The layout of the individual version page has gotten a complete overhaul. It's much easier to just show the new UI in action rather than trying to explain it!</p><p>A screenshot of the way that individual versions look now:</p><p><img src="./version-page.jpg" alt="A screenshot of the way that individual versions look now."></p><p>That's not all, though. Version creation now automatically infers most details after you upload your first file. Try it out sometime—whenever you upload your first file, most stuff should already be filled in. This system is still in-development, so if you find any issues, please file an issue on <a href="https://github.com/modrinth/code" rel="noopener nofollow ugc">GitHub</a>.</p><h2>Project card views</h2><p>Anywhere which lists projects, namely search and user pages, have gotten a great overhaul. You can choose between the classic list view, the grid view, and the gallery view.</p><p><img src="./search-gallery-view.jpg" alt="A screenshot of the default view for the Modrinth shaders search."></p><p>By default, shader packs and resource packs use the gallery view, user pages use the grid view, and everywhere else use the list view. You can cycle through them near the top of each page or change them in your <a href="/settings" rel="noopener nofollow ugc">display settings</a>.</p><p>The gallery image uses the featured gallery image on a project, so please ensure if you are a shader pack or resource pack author that you set a featured gallery image!</p><h2>Gallery image UI for creators</h2><p>The existing UI for gallery image creation, editing, and deletion was flawed in many ways, so we threw out the old way of doing it and created a whole new system for this. It should be less prone to the many many bugs that plagued the previous implementation.</p><p><img src="./gallery-ui.jpg" alt="The new gallery image editing UI, in a modal"></p><h2>New project webhook</h2><p>Our <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">Discord server</a> has a brand new channel: #new-projects. A webhook sends a message to this channel every time a new project gets approved. Check it out when you get a chance!</p><p><img src="./project-webhook.jpg" alt="A screenshot of the new project webhook for Iris Shaders."></p><h2>Miscellaneous additions</h2><ul><li>Custom SPDX license identifiers can now be selected, and a license's text is now displayed in a modal if the author has not manually set a license link.</li><li>Each project now has a color associated with it, generated from the icon. This color is used in place of a gallery image in search if the project has no gallery image.</li><li>The <a href="https://github.com/modrinth/code/issues/1748" rel="noopener nofollow ugc">bug with disappearing and duplicated versions</a> due to the reuse of version numbers is now fixed.</li><li>Whenever a project gets its status updated (for example from <em>under review</em> to <em>approved</em>), the project's team members will now get a notification.</li><li>The ability to manually reorder gallery images has been added via an integer ordering field. In the future, this sorting ability may expand to team members and versions. We also hope to add a drag-and-drop functionality similar to Discord server organization.</li><li>You can also now formally request that your project be marked as unlisted, private, or archived instead of always having it be listed first.</li><li>The ability to schedule the release of projects and versions has been added to the backend and is likely to be added to the frontend in the next few weeks.</li><li>Several other bug fixes and minor features, mainly contributed by community members.</li></ul><h2>New Year's Resolutions</h2><p>Now that we've looked at everything accomplished over the past month and a half, let's take a look at our New Year's Resolutions—things we wish to achieve during 2023.</p><h3>Theseus Launcher</h3><p>During 2023, our main focus will shift to the Modrinth launcher, code-named Theseus. Progress has been off and on for the past year and a half, but we intend to fully launch it before the end of the year. Theseus will bring a next-level experience to Minecraft launchers, bringing first-class support for Modrinth and unique features that would be difficult for other providers to parallel.</p><p>The release of the Theseus project will also mark the end of the "alpha" status for Modrinth modpacks. Stay tuned for more information about alpha tests and early adopters programs!</p><h3>Continuing to grow creator tools</h3><p>Another one of our focuses for this year is to put more work into our analytics system and in growing creator monetization through our <a href="https://adrinth.com" rel="noopener nofollow ugc">Adrinth</a> ad network. As of today, monetization is now out of beta, but we are still constantly working on ways to make Modrinth even better and easier to use for new and returning creators. Some of these improvements are big, like the project settings overhaul, while others are more subtle quality-of-life improvements, like the fixes to usage of duplicate version numbers.</p><h3>API changes</h3><p>This year, Modrinth hopes to introduce version 3 of <a href="https://docs.modrinth.com/api/" rel="noopener nofollow ugc">our API</a> with lots of fixes and smaller changes. While our plans are still work-in-progress for this, one of the things that needs to be done first is the removal of the old API v1, which was deprecated starting in January 2022. Here's our planned timeline for the removal of API v1:</p><ul><li><strong>January 7th, 2023 (Now):</strong> Begin sending messages to existing API v1 users</li><li><strong>January 7th, 2023 (Now):</strong> Add a field to each API result telling people to switch</li><li><strong>February 14th, 2023:</strong> Begin doing flickers of 5-10 minutes of 410 GONE response codes</li><li><strong>March 1st, 2023:</strong> Begin sending a permanent 410 GONE response for any non-GET routes</li><li><strong>March 1st, 2023:</strong> Ramp up 410 GONE flickers to last 6-12 hours for GET routes</li><li><strong>March 15th, 2023:</strong> Replace all remaining GET routes with a permanent 410 GONE response</li></ul><h3>Small updates throughout the year</h3><p>As always, we will be interspersing other, smaller quality-of-life updates throughout the year even as we work on the big stuff. We also want to fix any bugs which might come up alongside any updates.</p><h2>Conclusion</h2><p>Modrinth was founded with the goal of creating a platform which keeps the broader modding community's interests at heart. Modrinth would not exist without the support of our users and of our contributors, and we thank everyone involved immensely for everything. Modrinth's development shall continue as long as the community is willing to support us on the way!</p><p>We would love to hear any feedback you might have. Feel free to get in contact on <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">Discord</a>, on <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">Twitter</a>, and on <a href="https://floss.social/@modrinth" rel="noopener nofollow ugc">Mastodon</a>.</p>]]>
+ <![CDATA[<p>Modrinth initially <a href="/news/article/modrinth-beta" rel="noopener nofollow ugc">went into beta</a> on November 30th, 2020. Just over a month ago was November 30th, 2022, marking <strong>two years</strong> since Modrinth was generally available as a platform for everyone to use. Today, we're proud to announce the Anniversary Update, celebrating both two years of Modrinth as well as the coming of the new year, and we'll be discussing our New Year's Resolutions for 2023.</p><p>Before you read this post, though, we recommend taking a look at <a href="/news/article/two-years-of-modrinth-history" rel="noopener nofollow ugc">our retrospective on Modrinth's history through 2020—2022</a>. It just wouldn't be right to take a look at the present and the future without also taking a look at our past, seeing how far we've come from our humble beginnings.</p><p>With that out of the way, this post primarily serves to announce a few of the smaller features we've been working on after the release of creator monetization. We've bundled these all together as the <strong>Anniversary Update</strong>.</p><p>Looking just at what's already done is boring, though, so we'll also be looking at what's yet to come. Modrinth's future is even brighter than any of us can imagine, so we'll be focusing on what we're gonna do in order to get to that bright future. If you've ever made <strong>New Year's Resolutions</strong>, we're going to briefly discuss our resolutions for 2023.</p><p>Without further adieu, let's get right into what's new with this new year!</p><h2>Shader packs and data packs</h2><p>The long-awaited arrival of shader packs and data packs is now here on Modrinth!</p><p>Shader packs can be viewed in the <a href="/shaders" rel="noopener nofollow ugc">shaders tab</a>. This includes shaders that support <a href="/mod/iris" rel="noopener nofollow ugc">Iris</a>, <a href="/mod/canvas" rel="noopener nofollow ugc">Canvas</a>, and OptiFine, as well as vanilla core shaders. (Even though they're installed via the resource pack system, we have decided to put Canvas and core shaders in shader packs since most users will not search in resource packs for shader packs, even if that's how they're installed.)</p><p>Data packs can be found in the <a href="/datapacks" rel="noopener nofollow ugc">data packs tab</a>. These are implemented similarly to plugins, in that projects with a mod version can also upload a data pack version (and vice versa). Additionally, data pack authors can choose to have their data packs packaged as a mod using the handy-dandy button on the site.</p><p>Data packs can optionally upload a corresponding resource pack as a separate file. We discourage bundling data files and asset files in the same zip file.</p><h2>New landing page</h2><p>The <a href="/" rel="noopener nofollow ugc">homepage</a> has been completely remade, featuring a scrolling list of random projects from Modrinth. Feel free to use this to discover new projects—just make sure you refresh occasionally, because they loop after a little while until you refresh!</p><p><img src="/news/article/two-years-of-modrinth/landing-page.jpg" alt="A screenshot of the new homepage, with a maze background and projects scrolling across the bottom. Bold across the front is "The place for Minecraft mods"."></p><h2>Project overhaul for creators</h2><p>We're continuing to bring expansions to the creator dashboard introduced with monetization. The new <strong>Projects</strong> tab allows you to view all of your projects in a table and quickly access their information and settings.</p><p><a href="/dashboard/projects" rel="noopener nofollow ugc"><img src="/news/article/two-years-of-modrinth/projects-dashboard.jpg" alt="The new Modrinth project dashboard"></a></p><p>The same page also introduces the ability to bulk-edit the external resource links without having to edit each page individually. For example, if your Discord invite expires, you used to have to edit each of your projects individually to add it back. Now you can just select the projects you want to edit the links for and edit them all at the same time!</p><p><img src="/news/article/two-years-of-modrinth/bulk-edit.jpg" alt="A modal with several input fields for external resource links, listing multiple projects the input changes will be applied to."></p><p>Even better are the changes to the settings page for individual projects. Previously, the project settings page was disorganized and cluttered. The project settings page has been completely redone, inspired by GitHub's repository settings page.</p><p><img src="/news/article/two-years-of-modrinth/project-settings.jpg" alt="The new project settings page, shown for Sodium."></p><p>Draft projects also now have a publishing checklist, making it more clear to authors as to what their next steps should look like. Red asterisks are items that must be completed before submitting and purple light bulbs are suggestions.</p><p><img src="/news/article/two-years-of-modrinth/publishing-checklist.jpg" alt="A card with several tasks for a draft project owner to do, such as adding a description and selecting the necessary information."></p><h2>Version page overhaul</h2><p>The layout of the individual version page has gotten a complete overhaul. It's much easier to just show the new UI in action rather than trying to explain it!</p><p>A screenshot of the way that individual versions look now:</p><p><img src="/news/article/two-years-of-modrinth/version-page.jpg" alt="A screenshot of the way that individual versions look now."></p><p>That's not all, though. Version creation now automatically infers most details after you upload your first file. Try it out sometime—whenever you upload your first file, most stuff should already be filled in. This system is still in-development, so if you find any issues, please file an issue on <a href="https://github.com/modrinth/code" rel="noopener nofollow ugc">GitHub</a>.</p><h2>Project card views</h2><p>Anywhere which lists projects, namely search and user pages, have gotten a great overhaul. You can choose between the classic list view, the grid view, and the gallery view.</p><p><img src="/news/article/two-years-of-modrinth/search-gallery-view.jpg" alt="A screenshot of the default view for the Modrinth shaders search."></p><p>By default, shader packs and resource packs use the gallery view, user pages use the grid view, and everywhere else use the list view. You can cycle through them near the top of each page or change them in your <a href="/settings" rel="noopener nofollow ugc">display settings</a>.</p><p>The gallery image uses the featured gallery image on a project, so please ensure if you are a shader pack or resource pack author that you set a featured gallery image!</p><h2>Gallery image UI for creators</h2><p>The existing UI for gallery image creation, editing, and deletion was flawed in many ways, so we threw out the old way of doing it and created a whole new system for this. It should be less prone to the many many bugs that plagued the previous implementation.</p><p><img src="/news/article/two-years-of-modrinth/gallery-ui.jpg" alt="The new gallery image editing UI, in a modal"></p><h2>New project webhook</h2><p>Our <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord server</a> has a brand new channel: #new-projects. A webhook sends a message to this channel every time a new project gets approved. Check it out when you get a chance!</p><p><img src="/news/article/two-years-of-modrinth/project-webhook.jpg" alt="A screenshot of the new project webhook for Iris Shaders."></p><h2>Miscellaneous additions</h2><ul><li>Custom SPDX license identifiers can now be selected, and a license's text is now displayed in a modal if the author has not manually set a license link.</li><li>Each project now has a color associated with it, generated from the icon. This color is used in place of a gallery image in search if the project has no gallery image.</li><li>The <a href="https://github.com/modrinth/code/issues/1748" rel="noopener nofollow ugc">bug with disappearing and duplicated versions</a> due to the reuse of version numbers is now fixed.</li><li>Whenever a project gets its status updated (for example from <em>under review</em> to <em>approved</em>), the project's team members will now get a notification.</li><li>The ability to manually reorder gallery images has been added via an integer ordering field. In the future, this sorting ability may expand to team members and versions. We also hope to add a drag-and-drop functionality similar to Discord server organization.</li><li>You can also now formally request that your project be marked as unlisted, private, or archived instead of always having it be listed first.</li><li>The ability to schedule the release of projects and versions has been added to the backend and is likely to be added to the frontend in the next few weeks.</li><li>Several other bug fixes and minor features, mainly contributed by community members.</li></ul><h2>New Year's Resolutions</h2><p>Now that we've looked at everything accomplished over the past month and a half, let's take a look at our New Year's Resolutions—things we wish to achieve during 2023.</p><h3>Theseus Launcher</h3><p>During 2023, our main focus will shift to the Modrinth launcher, code-named Theseus. Progress has been off and on for the past year and a half, but we intend to fully launch it before the end of the year. Theseus will bring a next-level experience to Minecraft launchers, bringing first-class support for Modrinth and unique features that would be difficult for other providers to parallel.</p><p>The release of the Theseus project will also mark the end of the "alpha" status for Modrinth modpacks. Stay tuned for more information about alpha tests and early adopters programs!</p><h3>Continuing to grow creator tools</h3><p>Another one of our focuses for this year is to put more work into our analytics system and in growing creator monetization through our <a href="https://adrinth.com/" rel="noopener nofollow ugc">Adrinth</a> ad network. As of today, monetization is now out of beta, but we are still constantly working on ways to make Modrinth even better and easier to use for new and returning creators. Some of these improvements are big, like the project settings overhaul, while others are more subtle quality-of-life improvements, like the fixes to usage of duplicate version numbers.</p><h3>API changes</h3><p>This year, Modrinth hopes to introduce version 3 of <a href="https://docs.modrinth.com/api/" rel="noopener nofollow ugc">our API</a> with lots of fixes and smaller changes. While our plans are still work-in-progress for this, one of the things that needs to be done first is the removal of the old API v1, which was deprecated starting in January 2022. Here's our planned timeline for the removal of API v1:</p><ul><li><strong>January 7th, 2023 (Now):</strong> Begin sending messages to existing API v1 users</li><li><strong>January 7th, 2023 (Now):</strong> Add a field to each API result telling people to switch</li><li><strong>February 14th, 2023:</strong> Begin doing flickers of 5-10 minutes of 410 GONE response codes</li><li><strong>March 1st, 2023:</strong> Begin sending a permanent 410 GONE response for any non-GET routes</li><li><strong>March 1st, 2023:</strong> Ramp up 410 GONE flickers to last 6-12 hours for GET routes</li><li><strong>March 15th, 2023:</strong> Replace all remaining GET routes with a permanent 410 GONE response</li></ul><h3>Small updates throughout the year</h3><p>As always, we will be interspersing other, smaller quality-of-life updates throughout the year even as we work on the big stuff. We also want to fix any bugs which might come up alongside any updates.</p><h2>Conclusion</h2><p>Modrinth was founded with the goal of creating a platform which keeps the broader modding community's interests at heart. Modrinth would not exist without the support of our users and of our contributors, and we thank everyone involved immensely for everything. Modrinth's development shall continue as long as the community is willing to support us on the way!</p><p>We would love to hear any feedback you might have. Feel free to get in contact on <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord</a>, on <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">Twitter</a>, and on <a href="https://floss.social/@modrinth" rel="noopener nofollow ugc">Mastodon</a>.</p>]]>
@@ -149,7 +149,7 @@
https://modrinth.com/news/article/two-years-of-modrinth-history/
https://modrinth.com/news/article/two-years-of-modrinth-history/Sat, 07 Jan 2023 00:00:00 GMT
- <![CDATA[<p>Let's rewind a bit and take a look at the past two years of Modrinth's history. We've come so far from our pre-beta HexFabric days to today. A good portion of our pre-beta history can be found in the <a href="../what-is-modrinth" rel="noopener nofollow ugc">What is Modrinth</a> blog post, but Modrinth obviously is not the same platform it was two years ago.</p><h2>December 2020: Modrinth Beta begins</h2><p><img src="../modrinth-beta/new-design.jpg" alt="Modrinth's brand new design, rolling out with the launch of Beta"></p><blockquote><p>Modrinth's brand new design, rolling out with the launch of Beta</p></blockquote><p>December was the release of the initial <a href="../modrinth-beta" rel="noopener nofollow ugc">Modrinth Beta</a>, bringing a completely different interface and the ability for mods to be created for the first time. This interface has since been completely discarded, but this is what Modrinth looked like for well over a year. It's hard to believe!</p><p>December also brought the introduction of the <a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a> Gradle plugin for the first time for upload automation. Minotaur today also looks nothing like it did when it was introduced, but it still accomplishes the same exact thing.</p><h2>January 2021: Improvements to mod uploading</h2><p>An announcement in mid-January brought several essential additions and improvements to Modrinth which we consider commonplace today. Among these were:</p><ul><li>A separate version creation page</li><li>The ability to edit and delete existing versions</li><li>The ability to delete existing mods and users</li></ul><p>January also brought the introduction of Google AdSense onto Modrinth. The eventual results, including our switch after to EthicalAds, solidified Modrinth's stance that ads should be unobtrusive and generally friendly to users.</p><h2>February-March 2021: Follows, reports, notifications, oh my!</h2><p>March brought the first introduction of the abilities to follow and report projects, as well as the automatic featuring of some versions depending on loader and Minecraft version. These systems have largely remained unchanged since their introduction, though the notification system will likely be getting a refresh come 2023.</p><h2>April-December 2021: Season of silence</h2><p>After follows, reports, and all that jazz, Modrinth largely went silent for a good while. This time period had some of the largest growth Modrinth had ever seen, and yet it seemed Modrinth's development had ground to a halt. Modrinth Team members were dropping like flies until there was a point where there was a single person on the team. What happened?</p><p>For various reasons, whether it be lack of free time or a lack of interest in Minecraft in general, people ended up leaving to pursue other things. It's not quite as apocalyptic or barren as these descriptions make it seem, but it's more fun to describe it like this.</p><p>Picking up the remnants from what others had left behind, one man was destined to continue developing for Modrinth. The one who began the whole operation in the first place, Geometrically, stood up and began developing. Thus came the development of project types, gallery images, API v2, and modpacks.</p><h2>January 2022: API v2 introduction</h2><p>Right around the corner came 2022. Perchance this would be the time for the silence to be broken? Indeed, the world would be able to hear about all that was brewing over the past few months.</p><p>Of course, this wasn't all introduced at once—it was a gradual rollout over several months. First was the introduction of v2 of Modrinth's API, allowing many breaking changes to occur, including namely the renaming of <em>mods</em> to <em>projects</em>. Wait, why was this necessary?</p><p>Up until this point, Modrinth only hosted mods. Project types, as we call them, allow projects to be given the designation of something other than <em>mod</em>; for example, <em>modpack</em> or <em>resourcepack</em>, like we have today. This simple field, alongside all of the infrastructure which was needed to support it, was the first step to allow modpacks on Modrinth.</p><h2>February 2022: Redesign</h2><p>Remember the interface introduced in December 2020? Let's scrap it! Actually, it wasn't entirely scrapped, but it got a treatment similar to the <a href="https://en.wikipedia.org/wiki/Ship_of_Theseus" rel="noopener nofollow ugc">Ship of Theseus</a> to the point that it was barely recognizable.</p><p><img src="../redesign/thumbnail.jpg" alt="The Modrinth homepage"></p><blockquote><p>The former Modrinth homepage</p></blockquote><p>Alongside this was the official announcement of API v2, as well as the introduction of the project gallery, the changelog tab, dependencies, and many other things. <a href="../redesign" rel="noopener nofollow ugc">Here's the blog post announcement for the redesign</a>!</p><p>February also brought the introduction of several new Modrinth Team members to the fold, including Prospector and triphora, both of whom are still on the team, alongside Hutzdog and venashial, who we thank for helping us through much of 2022.</p><h2>March-April 2022: Small changes and preparation for modpacks</h2><p>A couple weeks after the redesign we pushed out some changes which included improvements to several tabs on project pages and many bug fixes. <a href="../knossos-v2.1.0" rel="noopener nofollow ugc">The blog post from that can be found here</a>.</p><p>The next couple months were spent preparing for the release of modpacks. This is the first introduction of our "early adopters" program, still in use today, allowing a feedback loop of authors and other community members to create the best product that we can. Without early adopters, many of the features on Modrinth which you've come to love, including modpacks, plugins, resource packs, would be less than ideal.</p><h2>May 2022: Modpacks in alpha</h2><p>In May, we finally did the big release of modpacks on Modrinth. Well, in alpha, anyway—but that was less of a marker of instability and more a marker of being incomplete without the launcher. <a href="../modpacks-alpha" rel="noopener nofollow ugc">The modpack alpha release blog post can be found here</a>.</p><p>When we first announced modpacks, the initial format had been set in stone for a couple years, and it had been decided that CurseForge links would be allowed within them. This got turned on its head due to an email sent to us by Overwolf. More information on that can be found on the <a href="../modpack-changes" rel="noopener nofollow ugc">Changes to Modrinth Modpacks blog post</a>.</p><p><img src="../modpack-changes/thumbnail.jpg" alt="Progryck"></p><h2>June-August 2022: Plugins and resource packs</h2><p>The summer of 2022 was largely dedicated to working on releasing creator monetization. First, though, we made a pit stop to introduce plugins and resource packs to Modrinth. <a href="../plugins-resource-packs" rel="noopener nofollow ugc">Find that blog post here</a>.</p><p>Plugins in particular were tricky since we had to account for projects which had both mod and plugin versions. It was at this point we realized that the project type system isn't entirely what we cracked it up to be, and we're hoping to completely replace it once API v4 rolls around, as far away as that may sound. For now, though, it will suffice.</p><h2>September-November 2022: Creator monetization</h2><p>With plugins and resource packs done, we continued working on creator monetization. This included <a href="../carbon-ads" rel="noopener nofollow ugc">a brief experiment</a> with a different ad provider before we eventually switched to creating <a href="https://adrinth.com" rel="noopener nofollow ugc">our own ad system</a>.</p><p>November brought the actual beta release of creator monetization—<a href="../creator-monetization-beta" rel="noopener nofollow ugc">here's the blog post for that</a>. We are continuing to develop and refine this system to ensure authors continue to earn money from publishing projects on Modrinth.</p><h2>December 2022-January 2023: Anniversary Update</h2><p>That, of course, brings us to today's <a href="../two-years-of-modrinth" rel="noopener nofollow ugc">Anniversary Update</a>! Now that you're done reading this, feel free to go back over to that post and read about everything that's new in the Anniversary Update so that I don't have to repeat myself. Take a look at our New Year's Resolutions for 2023 while you're at it, too!</p>]]>
+ <![CDATA[<p>Let's rewind a bit and take a look at the past two years of Modrinth's history. We've come so far from our pre-beta HexFabric days to today. A good portion of our pre-beta history can be found in the <a href="/news/article/what-is-modrinth" rel="noopener nofollow ugc">What is Modrinth</a> blog post, but Modrinth obviously is not the same platform it was two years ago.</p><h2>December 2020: Modrinth Beta begins</h2><p><img src="/news/article/modrinth-beta/new-design.jpg" alt="Modrinth's brand new design, rolling out with the launch of Beta"></p><blockquote><p>Modrinth's brand new design, rolling out with the launch of Beta</p></blockquote><p>December was the release of the initial <a href="/news/article/modrinth-beta" rel="noopener nofollow ugc">Modrinth Beta</a>, bringing a completely different interface and the ability for mods to be created for the first time. This interface has since been completely discarded, but this is what Modrinth looked like for well over a year. It's hard to believe!</p><p>December also brought the introduction of the <a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a> Gradle plugin for the first time for upload automation. Minotaur today also looks nothing like it did when it was introduced, but it still accomplishes the same exact thing.</p><h2>January 2021: Improvements to mod uploading</h2><p>An announcement in mid-January brought several essential additions and improvements to Modrinth which we consider commonplace today. Among these were:</p><ul><li>A separate version creation page</li><li>The ability to edit and delete existing versions</li><li>The ability to delete existing mods and users</li></ul><p>January also brought the introduction of Google AdSense onto Modrinth. The eventual results, including our switch after to EthicalAds, solidified Modrinth's stance that ads should be unobtrusive and generally friendly to users.</p><h2>February-March 2021: Follows, reports, notifications, oh my!</h2><p>March brought the first introduction of the abilities to follow and report projects, as well as the automatic featuring of some versions depending on loader and Minecraft version. These systems have largely remained unchanged since their introduction, though the notification system will likely be getting a refresh come 2023.</p><h2>April-December 2021: Season of silence</h2><p>After follows, reports, and all that jazz, Modrinth largely went silent for a good while. This time period had some of the largest growth Modrinth had ever seen, and yet it seemed Modrinth's development had ground to a halt. Modrinth Team members were dropping like flies until there was a point where there was a single person on the team. What happened?</p><p>For various reasons, whether it be lack of free time or a lack of interest in Minecraft in general, people ended up leaving to pursue other things. It's not quite as apocalyptic or barren as these descriptions make it seem, but it's more fun to describe it like this.</p><p>Picking up the remnants from what others had left behind, one man was destined to continue developing for Modrinth. The one who began the whole operation in the first place, Geometrically, stood up and began developing. Thus came the development of project types, gallery images, API v2, and modpacks.</p><h2>January 2022: API v2 introduction</h2><p>Right around the corner came 2022. Perchance this would be the time for the silence to be broken? Indeed, the world would be able to hear about all that was brewing over the past few months.</p><p>Of course, this wasn't all introduced at once—it was a gradual rollout over several months. First was the introduction of v2 of Modrinth's API, allowing many breaking changes to occur, including namely the renaming of <em>mods</em> to <em>projects</em>. Wait, why was this necessary?</p><p>Up until this point, Modrinth only hosted mods. Project types, as we call them, allow projects to be given the designation of something other than <em>mod</em>; for example, <em>modpack</em> or <em>resourcepack</em>, like we have today. This simple field, alongside all of the infrastructure which was needed to support it, was the first step to allow modpacks on Modrinth.</p><h2>February 2022: Redesign</h2><p>Remember the interface introduced in December 2020? Let's scrap it! Actually, it wasn't entirely scrapped, but it got a treatment similar to the <a href="https://en.wikipedia.org/wiki/Ship_of_Theseus" rel="noopener nofollow ugc">Ship of Theseus</a> to the point that it was barely recognizable.</p><p><img src="/news/article/redesign/thumbnail.jpg" alt="The Modrinth homepage"></p><blockquote><p>The former Modrinth homepage</p></blockquote><p>Alongside this was the official announcement of API v2, as well as the introduction of the project gallery, the changelog tab, dependencies, and many other things. <a href="/news/article/redesign" rel="noopener nofollow ugc">Here's the blog post announcement for the redesign</a>!</p><p>February also brought the introduction of several new Modrinth Team members to the fold, including Prospector and triphora, both of whom are still on the team, alongside Hutzdog and venashial, who we thank for helping us through much of 2022.</p><h2>March-April 2022: Small changes and preparation for modpacks</h2><p>A couple weeks after the redesign we pushed out some changes which included improvements to several tabs on project pages and many bug fixes. <a href="/news/article/knossos-v2.1.0" rel="noopener nofollow ugc">The blog post from that can be found here</a>.</p><p>The next couple months were spent preparing for the release of modpacks. This is the first introduction of our "early adopters" program, still in use today, allowing a feedback loop of authors and other community members to create the best product that we can. Without early adopters, many of the features on Modrinth which you've come to love, including modpacks, plugins, resource packs, would be less than ideal.</p><h2>May 2022: Modpacks in alpha</h2><p>In May, we finally did the big release of modpacks on Modrinth. Well, in alpha, anyway—but that was less of a marker of instability and more a marker of being incomplete without the launcher. <a href="/news/article/modpacks-alpha" rel="noopener nofollow ugc">The modpack alpha release blog post can be found here</a>.</p><p>When we first announced modpacks, the initial format had been set in stone for a couple years, and it had been decided that CurseForge links would be allowed within them. This got turned on its head due to an email sent to us by Overwolf. More information on that can be found on the <a href="/news/article/modpack-changes" rel="noopener nofollow ugc">Changes to Modrinth Modpacks blog post</a>.</p><p><img src="/news/article/modpack-changes/thumbnail.jpg" alt="Progryck"></p><h2>June-August 2022: Plugins and resource packs</h2><p>The summer of 2022 was largely dedicated to working on releasing creator monetization. First, though, we made a pit stop to introduce plugins and resource packs to Modrinth. <a href="/news/article/plugins-resource-packs" rel="noopener nofollow ugc">Find that blog post here</a>.</p><p>Plugins in particular were tricky since we had to account for projects which had both mod and plugin versions. It was at this point we realized that the project type system isn't entirely what we cracked it up to be, and we're hoping to completely replace it once API v4 rolls around, as far away as that may sound. For now, though, it will suffice.</p><h2>September-November 2022: Creator monetization</h2><p>With plugins and resource packs done, we continued working on creator monetization. This included <a href="/news/article/carbon-ads" rel="noopener nofollow ugc">a brief experiment</a> with a different ad provider before we eventually switched to creating <a href="https://adrinth.com/" rel="noopener nofollow ugc">our own ad system</a>.</p><p>November brought the actual beta release of creator monetization—<a href="/news/article/creator-monetization-beta" rel="noopener nofollow ugc">here's the blog post for that</a>. We are continuing to develop and refine this system to ensure authors continue to earn money from publishing projects on Modrinth.</p><h2>December 2022-January 2023: Anniversary Update</h2><p>That, of course, brings us to today's <a href="/news/article/two-years-of-modrinth" rel="noopener nofollow ugc">Anniversary Update</a>! Now that you're done reading this, feel free to go back over to that post and read about everything that's new in the Anniversary Update so that I don't have to repeat myself. Take a look at our New Year's Resolutions for 2023 while you're at it, too!</p>]]>
@@ -157,7 +157,7 @@
https://modrinth.com/news/article/creator-monetization/
https://modrinth.com/news/article/creator-monetization/Sat, 12 Nov 2022 00:00:00 GMT
- <![CDATA[<p>Yes, you read the title correctly: Modrinth's Creator Monetization Program, also known as payouts, is now in an open beta phase. All of the money that project owners have earned since August 1st is available to claim <strong>right now</strong>!</p><p>This includes even projects other than mods! Modpacks, plugins, and resource packs also generate payouts for creators to claim.</p><p>Alongside this, the frontend also got a facelift across the entire site, most notably on the settings, notifications, and user profile pages.</p><h2>Motivation</h2><p>Since the start, Modrinth has been a platform created by Minecraft content creators for Minecraft content creators. Allowing creators to earn a bit of money for their hard work and dedication to their content has been a goal since we started, and we are so incredibly ecstatic to finally be able to release this for everyone.</p><p>Whether it's used for buying coffee, paying for server costs, or to get that luxury pair of socks, we hope that creators will be able to use their payouts on whatever keeps them running. We want to encourage creators to keep making content for everyone to enjoy, with the hope that everyone will eventually be able to call Modrinth their go-to destination for Minecraft modded content.</p><h2>How it works</h2><p>For every project uploaded to Modrinth, we keep track of its page views and downloads through an internal system we call <a href="https://github.com/modrinth/ariadne" rel="noopener nofollow ugc">ariadne</a>. Through our payouts algorithm (<a href="https://github.com/modrinth/labrinth/blob/master/src/routes/admin.rs#L95" rel="noopener nofollow ugc">source code</a>), we distribute 100% of ad revenue earned from creator pages to the creators behind these projects. Project owners can decide how to split it (or how not to split it) between their team members.</p><p>Modpacks are a bit different, with revenue split 80% to the Modrinth dependencies on the pack and 20% to the modpack author. This split is subject to change and will be evaluated periodically to ensure the split is reasonably fair.</p><p>After taking the search pages into account, around 10% of the site's ad revenue ends up going to us, mainly to cover hosting and personnel expenses, and 90% to creators.</p><p>While payouts will be small at first, we're working on improving our ads system to better fund the program. We've also got big projects coming soon to continue our trajectory of making the monetization program and the site better!</p><h2>How do I earn money?</h2><p>When a project of yours on Modrinth gets approved, you are automatically enrolled into the program. You will start to incur a balance, which you can view from the <a href="https://modrinth.com/dashboard">Monetization dashboard</a>. You can claim your first payout via PayPal or Venmo as soon as you enter your credentials and have the minimum balance of 0.26 USD.</p><p>Even though the minimum is low, you will want to wait some time to allow your balance to build up before claiming. Each payment processor has its own fees which depend upon whether you're within the United States, which are detailed on the dashboard's <a href="https://modrinth.com/dashboard/revenue">revenue tab</a>.</p><p>Once you request a transfer, you may have to confirm the transfer via email if you don't already have a PayPal account. If you do not confirm using the link in the email within 30 days, or the transfer fails for whatever reason, the amount requested will be returned to your Modrinth balance, though the processor's fees may already have been deducted by that point.</p><h3>For residents outside the United States</h3><p>Since Modrinth is a US-based company, all amounts are stored, displayed, and paid out in US dollars. PayPal will convert the amount to your local currency once you begin the process of transferring from your Modrinth balance to your PayPal account.</p><p>We're aware of some extenuating circumstances for creators living in areas affected by geopolitical conflict. As such, we are looking into alternative ways to allow payouts to continue in these regions.</p><p>At the moment, there are no mechanisms in place to make your Modrinth balance expire after some time, though this is likely to be added in the future for creators who do not claim their balance after several years. Rest assured, we will have processes in place to make sure that your money doesn't go poof just because you weren't able to claim it in time.</p><h2>Frontend facelift</h2><p>The website frontend has had some "small" changes of around 12,322 lines of code to accommodate payouts and many other changes. Many of these changes were inspired by the experiments done on the SvelteKit Rewrite, progress on which is paused for the time being. Navigate around the main site for a bit to discover some of these changes! Highlights include:</p><ul><li>Improved project creation and report filing workflow via modals</li><li>Improved 404 page</li><li>Deduplicate identical version changelogs</li><li>Cleaner user profile pages</li><li>Easier to navigate settings and notifications</li><li>Spacing, font, and accessibility tweaks</li><li>And plenty more!</li></ul><h2>Conclusion</h2><p>This is a jam-packed update, and it would be impossible to list all the changes in this post. Feel free to explore the site, claim your funds, and give us feedback on <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">Discord</a>. If you suspect you've found any critical bugs or exploits, please email us immediately at <a href="mailto:support@modrinth.com" rel="noopener nofollow ugc">support@modrinth.com</a> - otherwise, for non-critical bugs, report them <a href="https://github.com/modrinth" rel="noopener nofollow ugc">on GitHub</a>.</p><p>👑</p>]]>
+ <![CDATA[<p>Yes, you read the title correctly: Modrinth's Creator Monetization Program, also known as payouts, is now in an open beta phase. All of the money that project owners have earned since August 1st is available to claim <strong>right now</strong>!</p><p>This includes even projects other than mods! Modpacks, plugins, and resource packs also generate payouts for creators to claim.</p><p>Alongside this, the frontend also got a facelift across the entire site, most notably on the settings, notifications, and user profile pages.</p><h2>Motivation</h2><p>Since the start, Modrinth has been a platform created by Minecraft content creators for Minecraft content creators. Allowing creators to earn a bit of money for their hard work and dedication to their content has been a goal since we started, and we are so incredibly ecstatic to finally be able to release this for everyone.</p><p>Whether it's used for buying coffee, paying for server costs, or to get that luxury pair of socks, we hope that creators will be able to use their payouts on whatever keeps them running. We want to encourage creators to keep making content for everyone to enjoy, with the hope that everyone will eventually be able to call Modrinth their go-to destination for Minecraft modded content.</p><h2>How it works</h2><p>For every project uploaded to Modrinth, we keep track of its page views and downloads through an internal system we call <a href="https://github.com/modrinth/ariadne" rel="noopener nofollow ugc">ariadne</a>. Through our payouts algorithm (<a href="https://github.com/modrinth/labrinth/blob/master/src/routes/admin.rs#L95" rel="noopener nofollow ugc">source code</a>), we distribute 100% of ad revenue earned from creator pages to the creators behind these projects. Project owners can decide how to split it (or how not to split it) between their team members.</p><p>Modpacks are a bit different, with revenue split 80% to the Modrinth dependencies on the pack and 20% to the modpack author. This split is subject to change and will be evaluated periodically to ensure the split is reasonably fair.</p><p>After taking the search pages into account, around 10% of the site's ad revenue ends up going to us, mainly to cover hosting and personnel expenses, and 90% to creators.</p><p>While payouts will be small at first, we're working on improving our ads system to better fund the program. We've also got big projects coming soon to continue our trajectory of making the monetization program and the site better!</p><h2>How do I earn money?</h2><p>When a project of yours on Modrinth gets approved, you are automatically enrolled into the program. You will start to incur a balance, which you can view from the <a href="/dashboard" rel="noopener nofollow ugc">Monetization dashboard</a>. You can claim your first payout via PayPal or Venmo as soon as you enter your credentials and have the minimum balance of 0.26 USD.</p><p>Even though the minimum is low, you will want to wait some time to allow your balance to build up before claiming. Each payment processor has its own fees which depend upon whether you're within the United States, which are detailed on the dashboard's <a href="/dashboard/revenue" rel="noopener nofollow ugc">revenue tab</a>.</p><p>Once you request a transfer, you may have to confirm the transfer via email if you don't already have a PayPal account. If you do not confirm using the link in the email within 30 days, or the transfer fails for whatever reason, the amount requested will be returned to your Modrinth balance, though the processor's fees may already have been deducted by that point.</p><h3>For residents outside the United States</h3><p>Since Modrinth is a US-based company, all amounts are stored, displayed, and paid out in US dollars. PayPal will convert the amount to your local currency once you begin the process of transferring from your Modrinth balance to your PayPal account.</p><p>We're aware of some extenuating circumstances for creators living in areas affected by geopolitical conflict. As such, we are looking into alternative ways to allow payouts to continue in these regions.</p><p>At the moment, there are no mechanisms in place to make your Modrinth balance expire after some time, though this is likely to be added in the future for creators who do not claim their balance after several years. Rest assured, we will have processes in place to make sure that your money doesn't go poof just because you weren't able to claim it in time.</p><h2>Frontend facelift</h2><p>The website frontend has had some "small" changes of around 12,322 lines of code to accommodate payouts and many other changes. Many of these changes were inspired by the experiments done on the SvelteKit Rewrite, progress on which is paused for the time being. Navigate around the main site for a bit to discover some of these changes! Highlights include:</p><ul><li>Improved project creation and report filing workflow via modals</li><li>Improved 404 page</li><li>Deduplicate identical version changelogs</li><li>Cleaner user profile pages</li><li>Easier to navigate settings and notifications</li><li>Spacing, font, and accessibility tweaks</li><li>And plenty more!</li></ul><h2>Conclusion</h2><p>This is a jam-packed update, and it would be impossible to list all the changes in this post. Feel free to explore the site, claim your funds, and give us feedback on <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">Discord</a>. If you suspect you've found any critical bugs or exploits, please email us immediately at <a href="mailto:support@modrinth.com" rel="noopener nofollow ugc">support@modrinth.com</a> - otherwise, for non-critical bugs, report them <a href="https://github.com/modrinth" rel="noopener nofollow ugc">on GitHub</a>.</p><p>👑</p>]]>
@@ -173,7 +173,7 @@
https://modrinth.com/news/article/plugins-resource-packs/
https://modrinth.com/news/article/plugins-resource-packs/Sat, 27 Aug 2022 00:00:00 GMT
- <![CDATA[<p>With the addition of modpacks, creating new project types has become a lot easier. Our first additions to our new system are plugins and resource packs. We'll also be working on adding datapacks, shader packs, and worlds after payouts are released.</p><p>Don't worry - this hasn't taken away an awful lot of development time from author payouts. Those are still being worked on!</p><h2>Plugins</h2><p>With plugins, we're supporting five loaders and three proxies: Bukkit, Spigot, Paper, Purpur, Sponge, BungeeCord, Waterfall, and Velocity.</p><p>Several new categories have specifically been added for plugins, though mod categories can be used for plugins and vice versa.</p><p><a href="https://modrinth.com/plugins">Go browse our plugin section!</a></p><h3>Why add plugins?</h3><p>This is a question we've received quite often since we first announced our intention to host plugins, so let's break it down a bit.</p><p>Currently, there are three main platforms on which plugins can be downloaded from: Bukkit, Spigot, and Sponge's Ore. Notice the main issue there? These sites are bound to a specific loader. This isn't inherently <em>bad</em> - however, as forks and new projects spawn, there is a noticeable lack of flexibility in what can be hosted on a given platform. For example, Spigot is unable to host plugins which specifically depend on the exclusive features provided by Paper's API. Paper's solution to this is to build their own platform, but this simply perpetuates the same problem.</p><p>The best solution here is to create a separate platform which is unbiased and flexible enough to adapt to a changing ecosystem. Modrinth is the perfect candidate for this - after all, plugins are mods under a different name, and likewise mods are plugins under a different name.</p><p>No matter the situation, authors are always allowed to upload their plugins to multiple sites. Build automation is incredibly easy to set up, especially with "set it and forget it" build tools such as <a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a>.</p><h3>Will paid plugins be supported?</h3><p>No. Modrinth does not have the infrastructure to support this, and it's not currently planned. Author payouts are still being worked on.</p><h3>What about mods that have plugin versions and vice versa?</h3><p>Modrinth is taking a unique approach to this. While the search pages are separate, in reality, the backend is the same. You can select plugin loaders when creating a mod and you can select mod loaders when creating a plugin. The split only exists on the frontend so that projects like <a href="https://modrinth.com/mod/chunky">Chunky</a> can share a single page across their versions.</p><p>Plugins which also have versions for mod loaders will be displayed under the <code>/mod/</code> URL on the frontend. Plugins without mod loader versions are displayed under <code>/plugin/</code>.</p><h2>Resource packs</h2><p>The other thing we've added support for is resource packs!</p><p>Previously we hinted at Bedrock resource packs being supported in addition to Java resource packs. We've decided not to add Bedrock resource packs until we also add support for other Bedrock resources for various technical reasons.</p><p><a href="https://modrinth.com/resourcepacks">Go browse our resource pack section!</a></p><h3>Secondary categories</h3><p>Resource packs are capable of adding a wide range of different things, like fonts, sounds, and core shaders. We found that the current category system was inadequate to account for all of these, especially with the three maximum limit. Thus, we've introduced a "secondary category" system, for categories which don't display by default but can still be searched. These secondary categories have a limit of 255 instead of three. Please add as many secondary categories as are relevant!</p><p>On search pages, "Features" have been split into their own header. Where categories for resource packs can be accurately described as themes, features instead show what exactly a resource pack adds. Resolutions have also been split into their own header, though selecting a pack resolution is optional.</p><h3>What about resource packs that require a mod to function?</h3><p>Resource packs are able to set dependencies on other projects (even those which aren't resource packs), just like how modpacks are able to set dependencies on mods. It's worth noting that OptiFine is not on the platform, and thus you cannot set a dependency on that; however, you can set a dependency on any of the other alternative mods which <em>are</em> available on Modrinth, including <a href="https://modrinth.com/mod/entitytexturefeatures">Entity Texture Features</a>, <a href="https://modrinth.com/mod/optigui">OptiGUI</a>, <a href="https://modrinth.com/mod/continuity">Continuity</a>, <a href="https://modrinth.com/mod/cit-resewn">CIT Resewn</a>, <a href="https://modrinth.com/mod/animatica">Animatica</a>, or <a href="https://modrinth.com/mod/cem">Custom Entity Models</a>.</p><h2>Other miscellaneous changes</h2><h3>Version number changes</h3><p>For a long time, version numbers have had a requirement to be unique within the same project. Alongside this update, we found it necessary to remove this restriction on version numbers. Thus, you'll no longer have to use something like <code>1.2.3+forge</code> and <code>1.2.3+fabric</code> if you have a project on multiple loaders - instead, you can just use <code>1.2.3</code>.</p><p>To accommodate this, the frontend now appends the loaders and game versions onto the end of a URL if there are duplicates, and the <a href="https://support.modrinth.com/en/articles/8801191-modrinth-maven" rel="noopener nofollow ugc">Modrinth Maven</a> now supports version IDs.</p><p>We do not recommend retroactively changing version numbers to remove this additional metadata, though. If you change your version numbers, the following will break:</p><ul><li>URLs to specific versions</li><li>Buildscripts depending on your project via the <a href="https://support.modrinth.com/en/articles/8801191-modrinth-maven" rel="noopener nofollow ugc">Modrinth Maven</a></li><li>Download counters (see labrinth issue <a href="https://github.com/modrinth/labrinth/issues/351" rel="noopener nofollow ugc">#351</a>)</li></ul><h3>LiteLoader support</h3><p>Modrinth now supports LiteLoader for mods. It's nothing special, but it should help with some archival efforts.</p><h3>Misc category deletion</h3><p>We've also deleted the <code>Misc</code> category as no one is going to want to filter by <code>Misc</code> in search. If you have any other suggestions for categories, feel free to suggest them in <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">our Discord</a> or <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">Tweet at us</a>!</p><h2>Developer/API changes</h2><p>The changes in this update are rather minimal when it comes to API-related stuff. Two new fields have been added to the <a href="https://docs.modrinth.com/api-spec/#tag/project_model" rel="noopener nofollow ugc">project struct</a> - <code>approved</code>, which is the timestamp of when the project was approved (null if it's not approved or unlisted), and <code>additional_categories</code>, another set of categories which are to be seen as less important than normal categories. You can read the <a href="#secondary-categories" rel="noopener nofollow ugc">secondary categories</a> section for more info on it. If you wish to implement the headers in your API integration, the <a href="https://docs.modrinth.com/api-spec/#tag/tags/operation/categoryList" rel="noopener nofollow ugc">category list</a> now has a <code>header</code> field.</p><p>As for the <a href="https://docs.modrinth.com/api-spec/#tag/project_result_model" rel="noopener nofollow ugc">search result struct</a>, <code>created</code> now matches the <code>approved</code> date rather than the <code>published</code> project field, and <code>categories</code> now also includes secondary categories. A new field, <code>display_categories</code>, matches only primary categories.</p><p>Differences between mod loaders and plugins will need to be hardcoded within your API integration for the time being if you wish to have them shown separately. This will be cleaned up in API v3 alongside a general cleanup of a lot of other small aspects of the API. If you have any suggestions for breaking API v3 changes, feel free to suggest them in <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">our Discord</a>. Development on API v3 is likely to begin before the end of the year.</p><h2>Conclusion</h2><p>We're very happy to be announcing this feature, even if it is minor in comparison to some of our other past and future announcements. Don't worry - author payouts are still being worked on, and will most likely be our next major announcement! We saw this as an opportunity to get a feature out with relatively little new code (since we'd already done everything needed alongside modpacks), so we ran with it.</p><p>As always, feel free to provide feedback on <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">our Discord</a>, and please report any bugs you come across on <a href="https://github.com/modrinth" rel="noopener nofollow ugc">our GitHub</a>.</p>]]>
+ <![CDATA[<p>With the addition of modpacks, creating new project types has become a lot easier. Our first additions to our new system are plugins and resource packs. We'll also be working on adding datapacks, shader packs, and worlds after payouts are released.</p><p>Don't worry - this hasn't taken away an awful lot of development time from author payouts. Those are still being worked on!</p><h2>Plugins</h2><p>With plugins, we're supporting five loaders and three proxies: Bukkit, Spigot, Paper, Purpur, Sponge, BungeeCord, Waterfall, and Velocity.</p><p>Several new categories have specifically been added for plugins, though mod categories can be used for plugins and vice versa.</p><p><a href="/plugins" rel="noopener nofollow ugc">Go browse our plugin section!</a></p><h3>Why add plugins?</h3><p>This is a question we've received quite often since we first announced our intention to host plugins, so let's break it down a bit.</p><p>Currently, there are three main platforms on which plugins can be downloaded from: Bukkit, Spigot, and Sponge's Ore. Notice the main issue there? These sites are bound to a specific loader. This isn't inherently <em>bad</em> - however, as forks and new projects spawn, there is a noticeable lack of flexibility in what can be hosted on a given platform. For example, Spigot is unable to host plugins which specifically depend on the exclusive features provided by Paper's API. Paper's solution to this is to build their own platform, but this simply perpetuates the same problem.</p><p>The best solution here is to create a separate platform which is unbiased and flexible enough to adapt to a changing ecosystem. Modrinth is the perfect candidate for this - after all, plugins are mods under a different name, and likewise mods are plugins under a different name.</p><p>No matter the situation, authors are always allowed to upload their plugins to multiple sites. Build automation is incredibly easy to set up, especially with "set it and forget it" build tools such as <a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a>.</p><h3>Will paid plugins be supported?</h3><p>No. Modrinth does not have the infrastructure to support this, and it's not currently planned. Author payouts are still being worked on.</p><h3>What about mods that have plugin versions and vice versa?</h3><p>Modrinth is taking a unique approach to this. While the search pages are separate, in reality, the backend is the same. You can select plugin loaders when creating a mod and you can select mod loaders when creating a plugin. The split only exists on the frontend so that projects like <a href="/mod/chunky" rel="noopener nofollow ugc">Chunky</a> can share a single page across their versions.</p><p>Plugins which also have versions for mod loaders will be displayed under the <code>/mod/</code> URL on the frontend. Plugins without mod loader versions are displayed under <code>/plugin/</code>.</p><h2>Resource packs</h2><p>The other thing we've added support for is resource packs!</p><p>Previously we hinted at Bedrock resource packs being supported in addition to Java resource packs. We've decided not to add Bedrock resource packs until we also add support for other Bedrock resources for various technical reasons.</p><p><a href="/resourcepacks" rel="noopener nofollow ugc">Go browse our resource pack section!</a></p><h3>Secondary categories</h3><p>Resource packs are capable of adding a wide range of different things, like fonts, sounds, and core shaders. We found that the current category system was inadequate to account for all of these, especially with the three maximum limit. Thus, we've introduced a "secondary category" system, for categories which don't display by default but can still be searched. These secondary categories have a limit of 255 instead of three. Please add as many secondary categories as are relevant!</p><p>On search pages, "Features" have been split into their own header. Where categories for resource packs can be accurately described as themes, features instead show what exactly a resource pack adds. Resolutions have also been split into their own header, though selecting a pack resolution is optional.</p><h3>What about resource packs that require a mod to function?</h3><p>Resource packs are able to set dependencies on other projects (even those which aren't resource packs), just like how modpacks are able to set dependencies on mods. It's worth noting that OptiFine is not on the platform, and thus you cannot set a dependency on that; however, you can set a dependency on any of the other alternative mods which <em>are</em> available on Modrinth, including <a href="/mod/entitytexturefeatures" rel="noopener nofollow ugc">Entity Texture Features</a>, <a href="/mod/optigui" rel="noopener nofollow ugc">OptiGUI</a>, <a href="/mod/continuity" rel="noopener nofollow ugc">Continuity</a>, <a href="/mod/cit-resewn" rel="noopener nofollow ugc">CIT Resewn</a>, <a href="/mod/animatica" rel="noopener nofollow ugc">Animatica</a>, or <a href="/mod/cem" rel="noopener nofollow ugc">Custom Entity Models</a>.</p><h2>Other miscellaneous changes</h2><h3>Version number changes</h3><p>For a long time, version numbers have had a requirement to be unique within the same project. Alongside this update, we found it necessary to remove this restriction on version numbers. Thus, you'll no longer have to use something like <code>1.2.3+forge</code> and <code>1.2.3+fabric</code> if you have a project on multiple loaders - instead, you can just use <code>1.2.3</code>.</p><p>To accommodate this, the frontend now appends the loaders and game versions onto the end of a URL if there are duplicates, and the <a href="https://support.modrinth.com/en/articles/8801191-modrinth-maven" rel="noopener nofollow ugc">Modrinth Maven</a> now supports version IDs.</p><p>We do not recommend retroactively changing version numbers to remove this additional metadata, though. If you change your version numbers, the following will break:</p><ul><li>URLs to specific versions</li><li>Buildscripts depending on your project via the <a href="https://support.modrinth.com/en/articles/8801191-modrinth-maven" rel="noopener nofollow ugc">Modrinth Maven</a></li><li>Download counters (see labrinth issue <a href="https://github.com/modrinth/labrinth/issues/351" rel="noopener nofollow ugc">#351</a>)</li></ul><h3>LiteLoader support</h3><p>Modrinth now supports LiteLoader for mods. It's nothing special, but it should help with some archival efforts.</p><h3>Misc category deletion</h3><p>We've also deleted the <code>Misc</code> category as no one is going to want to filter by <code>Misc</code> in search. If you have any other suggestions for categories, feel free to suggest them in <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">our Discord</a> or <a href="https://twitter.com/modrinth" rel="noopener nofollow ugc">Tweet at us</a>!</p><h2>Developer/API changes</h2><p>The changes in this update are rather minimal when it comes to API-related stuff. Two new fields have been added to the <a href="https://docs.modrinth.com/api-spec/#tag/project_model" rel="noopener nofollow ugc">project struct</a> - <code>approved</code>, which is the timestamp of when the project was approved (null if it's not approved or unlisted), and <code>additional_categories</code>, another set of categories which are to be seen as less important than normal categories. You can read the <a href="/news/article/plugins-resource-packs/#secondary-categories" rel="noopener nofollow ugc">secondary categories</a> section for more info on it. If you wish to implement the headers in your API integration, the <a href="https://docs.modrinth.com/api-spec/#tag/tags/operation/categoryList" rel="noopener nofollow ugc">category list</a> now has a <code>header</code> field.</p><p>As for the <a href="https://docs.modrinth.com/api-spec/#tag/project_result_model" rel="noopener nofollow ugc">search result struct</a>, <code>created</code> now matches the <code>approved</code> date rather than the <code>published</code> project field, and <code>categories</code> now also includes secondary categories. A new field, <code>display_categories</code>, matches only primary categories.</p><p>Differences between mod loaders and plugins will need to be hardcoded within your API integration for the time being if you wish to have them shown separately. This will be cleaned up in API v3 alongside a general cleanup of a lot of other small aspects of the API. If you have any suggestions for breaking API v3 changes, feel free to suggest them in <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">our Discord</a>. Development on API v3 is likely to begin before the end of the year.</p><h2>Conclusion</h2><p>We're very happy to be announcing this feature, even if it is minor in comparison to some of our other past and future announcements. Don't worry - author payouts are still being worked on, and will most likely be our next major announcement! We saw this as an opportunity to get a feature out with relatively little new code (since we'd already done everything needed alongside modpacks), so we ran with it.</p><p>As always, feel free to provide feedback on <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">our Discord</a>, and please report any bugs you come across on <a href="https://github.com/modrinth" rel="noopener nofollow ugc">our GitHub</a>.</p>]]>
@@ -189,7 +189,7 @@
https://modrinth.com/news/article/modpacks-alpha/
https://modrinth.com/news/article/modpacks-alpha/Sun, 15 May 2022 00:00:00 GMT
- <![CDATA[<p>After over a year of development, Modrinth is happy to announce that modpack support is now in alpha testing!</p><p>What does alpha mean, exactly? Principally, it means that <strong>modpack support is still unstable</strong> and that not everything is perfect yet. However, we believe it to be complete enough that it can be released for general use and testing.</p><p>From this point forward, Modrinth has shifted development effort from modpacks to creator payouts. This long-anticipated feature means that mod developers, modpack creators, and anyone else who uploads content to Modrinth will be eligible to get the ad revenue generated from their project pages.</p><h2>Where can I find them?</h2><p>Right next to mods on the site! URLs to modpacks are the same as mods, just with <code>mod</code> replaced with <code>modpacks</code>, so you can find the search at <a href="https://modrinth.com/modpacks">https://modrinth.com/modpacks</a>.</p><p>Over a dozen modpacks have already been created by our early pack adopters, and those are available for download right now!</p><h2>Wait, so how do I download them?</h2><p>At this point in time, the only stable way to download modpacks and use them is through <a href="https://atlauncher.com" rel="noopener nofollow ugc">ATLauncher</a>. You can also install Modrinth packs if you switch to the development branch of <a href="https://multimc.org" rel="noopener nofollow ugc">MultiMC</a>. We're hoping to be supported by more launchers in the future, including our own launcher, which is still in development. Our <a href="https://docs.modrinth.com/docs/modpacks/playing_modpacks/" rel="noopener nofollow ugc">documentation for playing modpacks</a> will always have an up-to-date listing of the most popular ways to play packs.</p><h2>How do I create packs?</h2><p>You can either use <a href="https://atlauncher.com" rel="noopener nofollow ugc">ATLauncher</a> or <a href="https://github.com/packwiz/packwiz" rel="noopener nofollow ugc">packwiz</a> to create modpacks. The <a href="https://docs.modrinth.com/docs/modpacks/format_definition/" rel="noopener nofollow ugc">Modrinth format</a> is unique for our purposes, which is specifically in order to allow mods from multiple platforms to be in a pack. Our <a href="https://docs.modrinth.com/docs/modpacks/creating_modpacks/" rel="noopener nofollow ugc">documentation for creating modpacks</a> will always have an up-to-date listing of the most popular ways to create packs.</p><h2>Can I use CurseForge mods in my modpack?</h2><p>Yes! The <a href="https://docs.modrinth.com/docs/modpacks/format_definition/" rel="noopener nofollow ugc">Modrinth format</a> uses a link-based approach, meaning that theoretically, mods from any platform are usable. In practice, we are only allowing links from <strong>Modrinth</strong>, <strong>CurseForge</strong>, and <strong>GitHub</strong>. In the future, we may allow other sites.</p><h2>What happened to Theseus?</h2><p>For a while, we've been teasing Theseus, our own launcher. While lots of progress has been made on it, we haven't yet gotten it to a usable state even for alpha testing. Once we think it's usable, we will provide alpha builds -- however, for now, our main focus will be shifting to payouts, with Theseus development ramping up once that is out.</p><p>Remember: Modrinth only has a small team, and we have a lot of real-life responsibilities too. If you have experience in Rust or Svelte and would like to help out in developing it, please feel free to shoot a message in the <code>#launcher</code> channel in our <a href="https://discord.gg/EUHuJHt" rel="noopener nofollow ugc">Discord</a>.</p><h2>Conclusion</h2><p>All in all, this update is quite exciting for everyone involved. Just like with <a href="/packages/blog/articles/redesign.md" rel="noopener nofollow ugc">the redesign</a>, this is the culmination of months upon months of work, and modpack support is really a big stepping stone for what's still yet to come.</p><p>Remember: alpha means that it's still unstable! We are not expecting this release to go perfectly smoothly, but we still hope to provide the best modding experience possible. As always, the fastest and best way to get support is through our <a href="https://discord.gg/EUHuJHt" rel="noopener nofollow ugc">Discord</a>.</p><p>Next stop: creator payouts!</p>]]>
+ <![CDATA[<p>After over a year of development, Modrinth is happy to announce that modpack support is now in alpha testing!</p><p>What does alpha mean, exactly? Principally, it means that <strong>modpack support is still unstable</strong> and that not everything is perfect yet. However, we believe it to be complete enough that it can be released for general use and testing.</p><p>From this point forward, Modrinth has shifted development effort from modpacks to creator payouts. This long-anticipated feature means that mod developers, modpack creators, and anyone else who uploads content to Modrinth will be eligible to get the ad revenue generated from their project pages.</p><h2>Where can I find them?</h2><p>Right next to mods on the site! URLs to modpacks are the same as mods, just with <code>mod</code> replaced with <code>modpacks</code>, so you can find the search at <a href="/modpacks" rel="noopener nofollow ugc">https://modrinth.com/modpacks</a>.</p><p>Over a dozen modpacks have already been created by our early pack adopters, and those are available for download right now!</p><h2>Wait, so how do I download them?</h2><p>At this point in time, the only stable way to download modpacks and use them is through <a href="https://atlauncher.com/" rel="noopener nofollow ugc">ATLauncher</a>. You can also install Modrinth packs if you switch to the development branch of <a href="https://multimc.org/" rel="noopener nofollow ugc">MultiMC</a>. We're hoping to be supported by more launchers in the future, including our own launcher, which is still in development. Our <a href="https://docs.modrinth.com/docs/modpacks/playing_modpacks/" rel="noopener nofollow ugc">documentation for playing modpacks</a> will always have an up-to-date listing of the most popular ways to play packs.</p><h2>How do I create packs?</h2><p>You can either use <a href="https://atlauncher.com/" rel="noopener nofollow ugc">ATLauncher</a> or <a href="https://github.com/packwiz/packwiz" rel="noopener nofollow ugc">packwiz</a> to create modpacks. The <a href="https://docs.modrinth.com/docs/modpacks/format_definition/" rel="noopener nofollow ugc">Modrinth format</a> is unique for our purposes, which is specifically in order to allow mods from multiple platforms to be in a pack. Our <a href="https://docs.modrinth.com/docs/modpacks/creating_modpacks/" rel="noopener nofollow ugc">documentation for creating modpacks</a> will always have an up-to-date listing of the most popular ways to create packs.</p><h2>Can I use CurseForge mods in my modpack?</h2><p>Yes! The <a href="https://docs.modrinth.com/docs/modpacks/format_definition/" rel="noopener nofollow ugc">Modrinth format</a> uses a link-based approach, meaning that theoretically, mods from any platform are usable. In practice, we are only allowing links from <strong>Modrinth</strong>, <strong>CurseForge</strong>, and <strong>GitHub</strong>. In the future, we may allow other sites.</p><h2>What happened to Theseus?</h2><p>For a while, we've been teasing Theseus, our own launcher. While lots of progress has been made on it, we haven't yet gotten it to a usable state even for alpha testing. Once we think it's usable, we will provide alpha builds -- however, for now, our main focus will be shifting to payouts, with Theseus development ramping up once that is out.</p><p>Remember: Modrinth only has a small team, and we have a lot of real-life responsibilities too. If you have experience in Rust or Svelte and would like to help out in developing it, please feel free to shoot a message in the <code>#launcher</code> channel in our <a href="https://discord.gg/EUHuJHt" rel="noopener nofollow ugc">Discord</a>.</p><h2>Conclusion</h2><p>All in all, this update is quite exciting for everyone involved. Just like with <a href="/packages/blog/articles/redesign.md" rel="noopener nofollow ugc">the redesign</a>, this is the culmination of months upon months of work, and modpack support is really a big stepping stone for what's still yet to come.</p><p>Remember: alpha means that it's still unstable! We are not expecting this release to go perfectly smoothly, but we still hope to provide the best modding experience possible. As always, the fastest and best way to get support is through our <a href="https://discord.gg/EUHuJHt" rel="noopener nofollow ugc">Discord</a>.</p><p>Next stop: creator payouts!</p>]]>
@@ -197,7 +197,7 @@
https://modrinth.com/news/article/knossos-v2.1.0/
https://modrinth.com/news/article/knossos-v2.1.0/Wed, 09 Mar 2022 00:00:00 GMT
- <![CDATA[<p>It's officially been a bit over a week since Modrinth launched out of beta. We have continued to make improvements to the user experience on <a href="https://modrinth.com">the website</a>.</p><h2>New features</h2><p>We've added a number of new features to improve your experience.</p><h3>Click to expand gallery images</h3><p><img src="./expand-gallery.jpg" alt="The new expanding gallery images"></p><p>In the gallery page of a project, you can now click on the images to expand the image and view it more closely. You can also use the left arrow, right arrow, and Escape keyboard keys to aid navigation.</p><h3>Filters for the 'Changelog' and 'Versions' pages</h3><p><img src="./version-filters.jpg" alt="The new changelog and versions filtering options"></p><p>Versions on the Changelog and Versions page can now be filtered by mod loader and Minecraft version.</p><h3>More easily access the list of projects you follow</h3><p><img src="./following.jpg" alt="The new 'Following' button in the profile dropdown"></p><p>The link to the list of your followed projects is now listed in your profile dropdown.</p><h2>Fixes and Changes</h2><p>While new features are great, we've also been working on a bunch of bugfixes. Below is a list of some of the notable fixes, but it is not a comprehensive list.</p><ul><li>Improved the layout of the search page's search bar and options card to more dynamically adjust to screen size</li><li>Changed the tab indicator to be rounded</li><li>Changed the download icon to be more recognizable</li><li>Changed the profile dropdown caret to use an SVG instead of a text symbol for better font support</li><li>Changed the styling on text fields to be more consistent with the design language of the site</li><li>Changed the styling on disabled buttons to use an outline to reduce confusion</li><li>Changed the styling on links to be more consistent and obvious</li><li>Changed the wording of the options that move the sidebars to the right</li><li>Changed the green syntax highlighting in code blocks to match the brand color</li><li>Fixed the styling on various buttons and links that were missing hover or active states</li><li>Fixed the inconsistent rounding of the information card on the home page</li><li><a href="https://github.com/modrinth/knossos/issues/370" rel="noopener nofollow ugc">[GH-370]</a> Fixed download buttons in the changelog page</li><li><a href="https://github.com/modrinth/knossos/issues/384" rel="noopener nofollow ugc">[GH-384]</a> Fixed selecting too many Minecraft versions in the search page covering the license dropdown</li><li><a href="https://github.com/modrinth/knossos/issues/390" rel="noopener nofollow ugc">[GH-390]</a> Fixed the hover state of checkboxes not updating when clicking on the label</li><li><a href="https://github.com/modrinth/knossos/issues/393" rel="noopener nofollow ugc">[GH-393]</a> Fixed the padding of the donation link area when creating or editing a project</li><li><a href="https://github.com/modrinth/knossos/issues/394" rel="noopener nofollow ugc">[GH-394]</a> Fixed the rounding radius of dropdowns when opening upwards</li></ul><h2>Minotaur fixes</h2><p><a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a>, our Gradle plugin, has also received a few fixes. This isn't going to be relevant to most people, but is relevant to some developers using this tool to deploy their mods.</p><ul><li>Debug mode (enabled through <code>debugMode = true</code>) allows previewing the data to be uploaded before uploading</li><li>Fix edge case with ForgeGradle due to broken publishing metadata</li><li>Fix game version detection on Fabric Loom 0.11</li><li>Fix <code>doLast</code> and related methods not being usable because the task was registered in <code>afterEvaluate</code></li></ul><p>These fixes should have been automatically pulled in, assuming you're using Minotaur <code>2.+</code>. If not, you should be upgrading to <code>2.0.2</code>.</p><p>Need a guide to migrate from Minotaur v1 to v2? Check the migration guide on the <a href="../redesign/#minotaur" rel="noopener nofollow ugc">redesign post</a>.</p>]]>
+ <![CDATA[<p>It's officially been a bit over a week since Modrinth launched out of beta. We have continued to make improvements to the user experience on <a href="/" rel="noopener nofollow ugc">the website</a>.</p><h2>New features</h2><p>We've added a number of new features to improve your experience.</p><h3>Click to expand gallery images</h3><p><img src="/news/article/knossos-v2.1.0/expand-gallery.jpg" alt="The new expanding gallery images"></p><p>In the gallery page of a project, you can now click on the images to expand the image and view it more closely. You can also use the left arrow, right arrow, and Escape keyboard keys to aid navigation.</p><h3>Filters for the 'Changelog' and 'Versions' pages</h3><p><img src="/news/article/knossos-v2.1.0/version-filters.jpg" alt="The new changelog and versions filtering options"></p><p>Versions on the Changelog and Versions page can now be filtered by mod loader and Minecraft version.</p><h3>More easily access the list of projects you follow</h3><p><img src="/news/article/knossos-v2.1.0/following.jpg" alt="The new 'Following' button in the profile dropdown"></p><p>The link to the list of your followed projects is now listed in your profile dropdown.</p><h2>Fixes and Changes</h2><p>While new features are great, we've also been working on a bunch of bugfixes. Below is a list of some of the notable fixes, but it is not a comprehensive list.</p><ul><li>Improved the layout of the search page's search bar and options card to more dynamically adjust to screen size</li><li>Changed the tab indicator to be rounded</li><li>Changed the download icon to be more recognizable</li><li>Changed the profile dropdown caret to use an SVG instead of a text symbol for better font support</li><li>Changed the styling on text fields to be more consistent with the design language of the site</li><li>Changed the styling on disabled buttons to use an outline to reduce confusion</li><li>Changed the styling on links to be more consistent and obvious</li><li>Changed the wording of the options that move the sidebars to the right</li><li>Changed the green syntax highlighting in code blocks to match the brand color</li><li>Fixed the styling on various buttons and links that were missing hover or active states</li><li>Fixed the inconsistent rounding of the information card on the home page</li><li><a href="https://github.com/modrinth/knossos/issues/370" rel="noopener nofollow ugc">[GH-370]</a> Fixed download buttons in the changelog page</li><li><a href="https://github.com/modrinth/knossos/issues/384" rel="noopener nofollow ugc">[GH-384]</a> Fixed selecting too many Minecraft versions in the search page covering the license dropdown</li><li><a href="https://github.com/modrinth/knossos/issues/390" rel="noopener nofollow ugc">[GH-390]</a> Fixed the hover state of checkboxes not updating when clicking on the label</li><li><a href="https://github.com/modrinth/knossos/issues/393" rel="noopener nofollow ugc">[GH-393]</a> Fixed the padding of the donation link area when creating or editing a project</li><li><a href="https://github.com/modrinth/knossos/issues/394" rel="noopener nofollow ugc">[GH-394]</a> Fixed the rounding radius of dropdowns when opening upwards</li></ul><h2>Minotaur fixes</h2><p><a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a>, our Gradle plugin, has also received a few fixes. This isn't going to be relevant to most people, but is relevant to some developers using this tool to deploy their mods.</p><ul><li>Debug mode (enabled through <code>debugMode = true</code>) allows previewing the data to be uploaded before uploading</li><li>Fix edge case with ForgeGradle due to broken publishing metadata</li><li>Fix game version detection on Fabric Loom 0.11</li><li>Fix <code>doLast</code> and related methods not being usable because the task was registered in <code>afterEvaluate</code></li></ul><p>These fixes should have been automatically pulled in, assuming you're using Minotaur <code>2.+</code>. If not, you should be upgrading to <code>2.0.2</code>.</p><p>Need a guide to migrate from Minotaur v1 to v2? Check the migration guide on the <a href="/news/article/redesign/#minotaur" rel="noopener nofollow ugc">redesign post</a>.</p>]]>
@@ -205,7 +205,7 @@
https://modrinth.com/news/article/redesign/
https://modrinth.com/news/article/redesign/Sun, 27 Feb 2022 00:00:00 GMT
- <![CDATA[<p>After months of relatively quiet development, Modrinth has released many new features and improvements, including a redesign. While we've been a bit silent recently on the website and blog, our <a href="https://discord.gg/EUHuJHt" rel="noopener nofollow ugc">Discord server</a> has activity on the daily. Join us there and follow along with the development channels for the very latest information!</p><p>For both those who aren't in the Discord and for those who are, this serves as a status update for what exactly has been going on in our silence. There have been an unparalleled amount of changes, improvements, bug fixes, and new features being worked on since April 2021, and we are incredibly excited to share them with everyone. There are still many things we're still working on, such as modpacks, but we've decided to hold back on that as there is still some fine-tuning that needs to be done on that front.</p><h2>New and improved design</h2><p>The <a href="https://github.com/modrinth/knossos" rel="noopener nofollow ugc">frontend</a> has received a considerable facelift. With designs made in part by <a href="https://modrinth.com/user/falseresync">falseresync</a> (and a sprinkle of bikeshedding), we present to you, the redesign!</p><p>As they say, a picture tells somewhere around nine-hundred odd words. As such, this section will be heavily focused on screenshots of the pages rather than long descriptions.</p><h3>Project pages</h3><p><img src="./iris.jpg" alt="The new page design, shown for Iris"></p><p><em>A beautiful project page for Iris to match its beautiful shaders</em></p><p>On project pages, much of the focus has been shifted to the extended description rather than the metadata, which has been put over on the side. We've also added an option to switch this from the left side to the right side in your user settings, if you so desire.</p><h3>Gallery</h3><p><img src="./consistency.jpg" alt="A preview of the gallery functionality"></p><p><em>Pictures... pretty!</em></p><p>Developers can now add a Gallery section on each project page! Each uploaded image or GIF can have a title and description associated with them.</p><h3>Changelog</h3><p><img src="./adorn.jpg" alt="The changelog page"></p><p><em>A changelog page for showing the difference between updates!</em></p><p>Version changelogs are automatically compiled together into a large changelog list. These are put in reverse chronological order, and are separated for Fabric and Forge versions.</p><h3>Version creation and dependencies</h3><p><img src="./version-creation.jpg" alt="The version creation page"></p><p><em>Version creation has gotten an overhaul!</em></p><p>While dependencies have existed in the backend for a while, their implementation was a bit haphazard and was never widely used due to never being in the frontend. Thus, all previous dependencies have been wiped, and they have been redone better(TM). And hey, now you can add and see dependencies in the frontend!</p><h3>Profile settings & dashboard</h3><p><img src="./profile-settings.jpg" alt="The profile settings page"></p><p><em>The new settings panel for managing your profile and other visual settings</em></p><p>The dashboard has been reworked and reorganized: the "My mods" section has been merged into the profile page itself, and the "Settings" page has been split into "Profile" and "Security". There are also options for switching the project and search information from the left side of the screen to the right.</p><p><img src="./jellysquid.jpg" alt="A user's profile"></p><p>The notifications page is also now its own page separate from the dashboard, accessible only from the header. The notifications page also has a highly-requested "Clear all" button.</p><p><img src="./notifications.jpg" alt="The notifications page"></p><h2>Backend changes and API v2</h2><p>There have been a number of breaking changes in this update, and as such, the API number has been bumped. The <code>/api/</code> prefix has also been removed, as it's redundant when the base API URL is <code>api.modrinth.com</code>. This means the production URL is now <code>api.modrinth.com/v2</code> instead of <code>api.modrinth.com/api/v1</code>.</p><p>The major changes include the universal rename of <code>mod</code> to <code>project</code>, as well as the move of the <code>mod</code> endpoint to <code>search</code>. While version 1 will be supported until January 2024 and won't be removed until July 2024, we still highly recommend that applications migrate as soon as possible. For full migration instructions, see the migration guide <a href="https://docs.modrinth.com/docs/migrations/v1-to-v2/" rel="noopener nofollow ugc">on the docs site</a>.</p><h2>Minotaur</h2><p><a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a> is the tool for mod developers to upload their mod directly to Modrinth automated through Gradle. Minotaur received a considerable facelift and is now a lot more user-friendly. Previously, an example buildscript might look like this:</p><pre><code class="language-groovy">task publishModrinth(type: com.modrinth.minotaur.TaskModrinthUpload) {
+ <![CDATA[<p>After months of relatively quiet development, Modrinth has released many new features and improvements, including a redesign. While we've been a bit silent recently on the website and blog, our <a href="https://discord.gg/EUHuJHt" rel="noopener nofollow ugc">Discord server</a> has activity on the daily. Join us there and follow along with the development channels for the very latest information!</p><p>For both those who aren't in the Discord and for those who are, this serves as a status update for what exactly has been going on in our silence. There have been an unparalleled amount of changes, improvements, bug fixes, and new features being worked on since April 2021, and we are incredibly excited to share them with everyone. There are still many things we're still working on, such as modpacks, but we've decided to hold back on that as there is still some fine-tuning that needs to be done on that front.</p><h2>New and improved design</h2><p>The <a href="https://github.com/modrinth/knossos" rel="noopener nofollow ugc">frontend</a> has received a considerable facelift. With designs made in part by <a href="/user/falseresync" rel="noopener nofollow ugc">falseresync</a> (and a sprinkle of bikeshedding), we present to you, the redesign!</p><p>As they say, a picture tells somewhere around nine-hundred odd words. As such, this section will be heavily focused on screenshots of the pages rather than long descriptions.</p><h3>Project pages</h3><p><img src="/news/article/redesign/iris.jpg" alt="The new page design, shown for Iris"></p><p><em>A beautiful project page for Iris to match its beautiful shaders</em></p><p>On project pages, much of the focus has been shifted to the extended description rather than the metadata, which has been put over on the side. We've also added an option to switch this from the left side to the right side in your user settings, if you so desire.</p><h3>Gallery</h3><p><img src="/news/article/redesign/consistency.jpg" alt="A preview of the gallery functionality"></p><p><em>Pictures... pretty!</em></p><p>Developers can now add a Gallery section on each project page! Each uploaded image or GIF can have a title and description associated with them.</p><h3>Changelog</h3><p><img src="/news/article/redesign/adorn.jpg" alt="The changelog page"></p><p><em>A changelog page for showing the difference between updates!</em></p><p>Version changelogs are automatically compiled together into a large changelog list. These are put in reverse chronological order, and are separated for Fabric and Forge versions.</p><h3>Version creation and dependencies</h3><p><img src="/news/article/redesign/version-creation.jpg" alt="The version creation page"></p><p><em>Version creation has gotten an overhaul!</em></p><p>While dependencies have existed in the backend for a while, their implementation was a bit haphazard and was never widely used due to never being in the frontend. Thus, all previous dependencies have been wiped, and they have been redone better(TM). And hey, now you can add and see dependencies in the frontend!</p><h3>Profile settings & dashboard</h3><p><img src="/news/article/redesign/profile-settings.jpg" alt="The profile settings page"></p><p><em>The new settings panel for managing your profile and other visual settings</em></p><p>The dashboard has been reworked and reorganized: the "My mods" section has been merged into the profile page itself, and the "Settings" page has been split into "Profile" and "Security". There are also options for switching the project and search information from the left side of the screen to the right.</p><p><img src="/news/article/redesign/jellysquid.jpg" alt="A user's profile"></p><p>The notifications page is also now its own page separate from the dashboard, accessible only from the header. The notifications page also has a highly-requested "Clear all" button.</p><p><img src="/news/article/redesign/notifications.jpg" alt="The notifications page"></p><h2>Backend changes and API v2</h2><p>There have been a number of breaking changes in this update, and as such, the API number has been bumped. The <code>/api/</code> prefix has also been removed, as it's redundant when the base API URL is <code>api.modrinth.com</code>. This means the production URL is now <code>api.modrinth.com/v2</code> instead of <code>api.modrinth.com/api/v1</code>.</p><p>The major changes include the universal rename of <code>mod</code> to <code>project</code>, as well as the move of the <code>mod</code> endpoint to <code>search</code>. While version 1 will be supported until January 2024 and won't be removed until July 2024, we still highly recommend that applications migrate as soon as possible. For full migration instructions, see the migration guide <a href="https://docs.modrinth.com/docs/migrations/v1-to-v2/" rel="noopener nofollow ugc">on the docs site</a>.</p><h2>Minotaur</h2><p><a href="https://github.com/modrinth/minotaur" rel="noopener nofollow ugc">Minotaur</a> is the tool for mod developers to upload their mod directly to Modrinth automated through Gradle. Minotaur received a considerable facelift and is now a lot more user-friendly. Previously, an example buildscript might look like this:</p><pre><code class="language-groovy">task publishModrinth(type: com.modrinth.minotaur.TaskModrinthUpload) {
onlyIf {
System.getenv().MODRINTH_TOKEN
}
@@ -241,7 +241,7 @@
https://modrinth.com/news/article/licensing-guide/
https://modrinth.com/news/article/licensing-guide/Sun, 16 May 2021 00:00:00 GMT
- <![CDATA[<p>Why do you need to license your software? What are those licenses for anyway? These questions are more important than you think</p><h2>What is a software license?</h2><p>To summarise the <a href="https://en.wikipedia.org/wiki/Software_license" rel="noopener nofollow ugc">Wikipedia article</a> on the matter, it's essentially a legal contract between you (the mod developer) and anyone who uses, copies, modifies, etc the mod or any code having to do with it. License has the power to allow people to do whatever they want, or only permit the usage of the mod in-game. However, the majority of cases lie in-between these opposites.</p><h2>So which software license should I choose?</h2><p>First and foremost, the choice of the software license is not entirely up to you, because you have to have the legal ability to do so. For instance, not all licenses are compatible with Minecraft's EULA (End-User License Agreement). Besides, if you are not the only one working on the project, you must get permission from all other contributors to your code before changing or adding a license. Please, ensure you have done so before implementing a license.</p><p>Before we can decide which one to use, however, we must establish some additional definitions. Open software licenses can be split into three main categories: <strong>public domain</strong>, <strong>permissive</strong>, and <strong>copyleft</strong>.</p><h3>Permissive license</h3><p>A permissive license is a type of license that usually gives the abilities to use, copy, modify, distribute, sell, and relicense a piece of software.</p><p>The most popular license on Modrinth, the <a href="https://cdn.modrinth.com/licenses/mit.txt" rel="noopener nofollow ugc">MIT License</a>, is a permissive license. It is an easy-to-read license designed to be used for developers, which is why it is used extensively in the Minecraft open source community.</p><p>The <a href="https://cdn.modrinth.com/licenses/apache.txt" rel="noopener nofollow ugc">Apache License 2.0</a> is also a very good permissive license to use. The main difference between it and the MIT License is that the Apache License gives an explicit patent grant, whereas patents must be registered manually with the MIT. There is also an additional clause with the Apache License, stating that any modified files must "carry prominent notices" of it being modified.</p><h3>Copyleft license</h3><p>A copyleft license gives to the other party specific rights usually only given to the copyright owner, under the condition that those same rights are applied to all variations of that software. These are also sometimes called "viral" or "infectious" licenses, because of the requirement to pass those rights on to derivatives.</p><p>The second most common license on Modrinth is a copyleft license: the <a href="https://cdn.modrinth.com/licenses/lgpl-3.txt" rel="noopener nofollow ugc">GNU Lesser General Public License Version 3</a> (usually <a href="https://spdx.org/licenses/LGPL-3.0-only.html" rel="noopener nofollow ugc">shortened to</a> LGPL-3.0).</p><p>Typically, when a copyleft license is wanted, the <a href="https://spdx.org/licenses/GPL-3.0-only.html" rel="noopener nofollow ugc">GPL-3.0</a> or <a href="https://spdx.org/licenses/AGPL-3.0-only.html" rel="noopener nofollow ugc">AGPL-3.0</a> would be used. However, these licenses are <strong>incompatible</strong> if linking into Minecraft, due to an issue with the difference between proprietary and free software outlined by these licenses (more information <a href="https://www.gnu.org/licenses/gpl-faq.html#GPLPlugins" rel="noopener nofollow ugc">here</a>). An exception can be added to allow linking, such as that found <a href="https://gist.github.com/wafflecoffee/588f353802a3b0ea649e4fc85f75e583" rel="noopener nofollow ugc">here</a>, but it is recommended to just use the LGPL-3.0 instead if possible.</p><h3>Public domain dedication</h3><p>A public domain dedication gives all rights to everyone who gets a copy of the software. This includes but is not limited to the ability to use, copy, modify, distribute, sell, or relicense that software. Software with a public domain dedication has no copyright holder.</p><p>The third most common license used on Modrinth is the <a href="https://cdn.modrinth.com/licenses/cc0.txt" rel="noopener nofollow ugc">Creative Commons Zero 1.0 Universal</a>, which is a public domain dedication with a strong international legal basis, while still retaining trademark and patent rights.</p><p>Creative Commons licenses as a whole are not recommended for software, but rather for other creative works: use this license with caution. If you wish to have the simplest public domain dedication possible, the <a href="https://cdn.modrinth.com/licenses/unlicense.txt" rel="noopener nofollow ugc">Unlicense</a> is also an option.</p><h3>What if I don't want to choose a license?</h3><p>Without a license software is considered proprietary and all rights reserved. This means that people may only use it in the ways the copyright owner specifies, which, in the Minecraft world (no pun intended), typically just means downloading and using it; no modifications, unauthorized distributions: basically nothing.</p><p>This is why picking a proper software license is so important. It tells everyone what they can and cannot do with your software, making the difference between software anyone can contribute to and change however they want, and software that only you have the code behind.</p><p>That being said, All Rights Reserved and not using a license are options, if you don't want to choose a public domain, permissive, <em>or</em> copyleft license. This can be useful in some cases, but as with any license, be aware of the effects: contributions will be difficult or impossible, and users may be inclined not to use your software. Also, in case of Minecraft, all mods, including the All Rights Reserved mods, are affected by Minecraft's EULA, which states:</p><blockquote><p>Any Mods you create for the Game from scratch belong to you (including pre-run Mods and in-memory Mods) and you can do whatever you want with them, as long as you don't sell them for money / try to make money from them and so long as you don't distribute Modded Versions of the Game.</p></blockquote><p>What this means is you are not allowed to sell your mods even if you reserve all rights to them. There are plenty more examples of such details in licenses and other legal agreements in the modding world. All in all, be aware that you cannot decide all of your and other's rights with your license.</p><h2>Conclusion</h2><p>To conclude, the importance of a software license cannot be overstated. You can choose whatever license you want (assuming you have the legal ability, of course), but be aware of the differences and consequences of choosing one over another. The licenses we've specified are what we recommend, as they are common and easy to understand. Hopefully, you will make your decision based on what you want to use and what your goals and purposes are.</p><p>A massive thank you goes to Alexander Ryckeboer (Progryck) for the cover image!</p><h2>Disclaimers</h2><p>We are not lawyers, and thus, <strong>this is not legal advice.</strong> No warranty is given regarding this information, and we (Modrinth) disclaim liability for damages resulting in using this information given on an "as-is" basis. For more information on the legal aspect to software licensing, please refer to "<a href="https://opensource.guide/legal/" rel="noopener nofollow ugc">The Legal Side of Open Source</a>".</p><p>No matter your choice of license, by uploading any Content (including but not limited to text, software, and graphics) to Modrinth, you give us certain rights to your Content, including but not limited to the ability to use, reproduce, or distribute. For more information, please see the <a href="https://modrinth.com/legal/terms">Modrinth Terms of Use</a>.</p><p>Measurements for "most popular license", "second most common license", and "third most common license", were taken 2021-04-30. Custom licenses were not taken into account.</p>]]>
+ <![CDATA[<p>Why do you need to license your software? What are those licenses for anyway? These questions are more important than you think</p><h2>What is a software license?</h2><p>To summarise the <a href="https://en.wikipedia.org/wiki/Software_license" rel="noopener nofollow ugc">Wikipedia article</a> on the matter, it's essentially a legal contract between you (the mod developer) and anyone who uses, copies, modifies, etc the mod or any code having to do with it. License has the power to allow people to do whatever they want, or only permit the usage of the mod in-game. However, the majority of cases lie in-between these opposites.</p><h2>So which software license should I choose?</h2><p>First and foremost, the choice of the software license is not entirely up to you, because you have to have the legal ability to do so. For instance, not all licenses are compatible with Minecraft's EULA (End-User License Agreement). Besides, if you are not the only one working on the project, you must get permission from all other contributors to your code before changing or adding a license. Please, ensure you have done so before implementing a license.</p><p>Before we can decide which one to use, however, we must establish some additional definitions. Open software licenses can be split into three main categories: <strong>public domain</strong>, <strong>permissive</strong>, and <strong>copyleft</strong>.</p><h3>Permissive license</h3><p>A permissive license is a type of license that usually gives the abilities to use, copy, modify, distribute, sell, and relicense a piece of software.</p><p>The most popular license on Modrinth, the <a href="https://cdn.modrinth.com/licenses/mit.txt" rel="noopener nofollow ugc">MIT License</a>, is a permissive license. It is an easy-to-read license designed to be used for developers, which is why it is used extensively in the Minecraft open source community.</p><p>The <a href="https://cdn.modrinth.com/licenses/apache.txt" rel="noopener nofollow ugc">Apache License 2.0</a> is also a very good permissive license to use. The main difference between it and the MIT License is that the Apache License gives an explicit patent grant, whereas patents must be registered manually with the MIT. There is also an additional clause with the Apache License, stating that any modified files must "carry prominent notices" of it being modified.</p><h3>Copyleft license</h3><p>A copyleft license gives to the other party specific rights usually only given to the copyright owner, under the condition that those same rights are applied to all variations of that software. These are also sometimes called "viral" or "infectious" licenses, because of the requirement to pass those rights on to derivatives.</p><p>The second most common license on Modrinth is a copyleft license: the <a href="https://cdn.modrinth.com/licenses/lgpl-3.txt" rel="noopener nofollow ugc">GNU Lesser General Public License Version 3</a> (usually <a href="https://spdx.org/licenses/LGPL-3.0-only.html" rel="noopener nofollow ugc">shortened to</a> LGPL-3.0).</p><p>Typically, when a copyleft license is wanted, the <a href="https://spdx.org/licenses/GPL-3.0-only.html" rel="noopener nofollow ugc">GPL-3.0</a> or <a href="https://spdx.org/licenses/AGPL-3.0-only.html" rel="noopener nofollow ugc">AGPL-3.0</a> would be used. However, these licenses are <strong>incompatible</strong> if linking into Minecraft, due to an issue with the difference between proprietary and free software outlined by these licenses (more information <a href="https://www.gnu.org/licenses/gpl-faq.html#GPLPlugins" rel="noopener nofollow ugc">here</a>). An exception can be added to allow linking, such as that found <a href="https://gist.github.com/wafflecoffee/588f353802a3b0ea649e4fc85f75e583" rel="noopener nofollow ugc">here</a>, but it is recommended to just use the LGPL-3.0 instead if possible.</p><h3>Public domain dedication</h3><p>A public domain dedication gives all rights to everyone who gets a copy of the software. This includes but is not limited to the ability to use, copy, modify, distribute, sell, or relicense that software. Software with a public domain dedication has no copyright holder.</p><p>The third most common license used on Modrinth is the <a href="https://cdn.modrinth.com/licenses/cc0.txt" rel="noopener nofollow ugc">Creative Commons Zero 1.0 Universal</a>, which is a public domain dedication with a strong international legal basis, while still retaining trademark and patent rights.</p><p>Creative Commons licenses as a whole are not recommended for software, but rather for other creative works: use this license with caution. If you wish to have the simplest public domain dedication possible, the <a href="https://cdn.modrinth.com/licenses/unlicense.txt" rel="noopener nofollow ugc">Unlicense</a> is also an option.</p><h3>What if I don't want to choose a license?</h3><p>Without a license software is considered proprietary and all rights reserved. This means that people may only use it in the ways the copyright owner specifies, which, in the Minecraft world (no pun intended), typically just means downloading and using it; no modifications, unauthorized distributions: basically nothing.</p><p>This is why picking a proper software license is so important. It tells everyone what they can and cannot do with your software, making the difference between software anyone can contribute to and change however they want, and software that only you have the code behind.</p><p>That being said, All Rights Reserved and not using a license are options, if you don't want to choose a public domain, permissive, <em>or</em> copyleft license. This can be useful in some cases, but as with any license, be aware of the effects: contributions will be difficult or impossible, and users may be inclined not to use your software. Also, in case of Minecraft, all mods, including the All Rights Reserved mods, are affected by Minecraft's EULA, which states:</p><blockquote><p>Any Mods you create for the Game from scratch belong to you (including pre-run Mods and in-memory Mods) and you can do whatever you want with them, as long as you don't sell them for money / try to make money from them and so long as you don't distribute Modded Versions of the Game.</p></blockquote><p>What this means is you are not allowed to sell your mods even if you reserve all rights to them. There are plenty more examples of such details in licenses and other legal agreements in the modding world. All in all, be aware that you cannot decide all of your and other's rights with your license.</p><h2>Conclusion</h2><p>To conclude, the importance of a software license cannot be overstated. You can choose whatever license you want (assuming you have the legal ability, of course), but be aware of the differences and consequences of choosing one over another. The licenses we've specified are what we recommend, as they are common and easy to understand. Hopefully, you will make your decision based on what you want to use and what your goals and purposes are.</p><p>A massive thank you goes to Alexander Ryckeboer (Progryck) for the cover image!</p><h2>Disclaimers</h2><p>We are not lawyers, and thus, <strong>this is not legal advice.</strong> No warranty is given regarding this information, and we (Modrinth) disclaim liability for damages resulting in using this information given on an "as-is" basis. For more information on the legal aspect to software licensing, please refer to "<a href="https://opensource.guide/legal/" rel="noopener nofollow ugc">The Legal Side of Open Source</a>".</p><p>No matter your choice of license, by uploading any Content (including but not limited to text, software, and graphics) to Modrinth, you give us certain rights to your Content, including but not limited to the ability to use, reproduce, or distribute. For more information, please see the <a href="/legal/terms" rel="noopener nofollow ugc">Modrinth Terms of Use</a>.</p><p>Measurements for "most popular license", "second most common license", and "third most common license", were taken 2021-04-30. Custom licenses were not taken into account.</p>]]>
@@ -249,7 +249,7 @@
https://modrinth.com/news/article/modrinth-beta/
https://modrinth.com/news/article/modrinth-beta/Tue, 01 Dec 2020 00:00:00 GMT
- <![CDATA[<p>After six months of work, Modrinth enters Beta, helping modders host their mods with ease!</p><p>Six months ago, in order to fill a void in the modding community, the project that would eventually become Modrinth was founded. Modrinth was created to bring change to an otherwise stagnant landscape of hosts. Today, Modrinth enters Beta, a huge step forward for Modrinth!</p><p><img src="./new-design.jpg" alt="Modrinth's brand new design, rolling out with the launch of Beta"></p><blockquote><p>Modrinth's brand new design, rolling out with the launch of Beta</p></blockquote><h2>What's new?</h2><p>If you've checked out Modrinth in the past, here's the main things you'll notice that have changed:</p><ul><li>All new clean and modern design in both light and dark modes</li><li>Mods now display download counts correctly</li><li>Mod information can now be edited in the author Dashboard</li><li>More information can be added to mods</li></ul><h2>What's next?</h2><p>Modrinth is still in beta, of course, so there will be bugs. In the coming weeks and months, we will be prioritizing fixing the issues that currently exist and continue refining the design in areas that are rough.</p><p>If you find any, please report them to the issue tracker: <a href="https://github.com/modrinth/code/issues" rel="noopener nofollow ugc">https://github.com/modrinth/code/issues</a></p><p>If you would like to chat about Modrinth, our discord is open to all here: <a href="https://discord.modrinth.com" rel="noopener nofollow ugc">https://discord.modrinth.com</a></p>]]>
+ <![CDATA[<p>After six months of work, Modrinth enters Beta, helping modders host their mods with ease!</p><p>Six months ago, in order to fill a void in the modding community, the project that would eventually become Modrinth was founded. Modrinth was created to bring change to an otherwise stagnant landscape of hosts. Today, Modrinth enters Beta, a huge step forward for Modrinth!</p><p><img src="/news/article/modrinth-beta/new-design.jpg" alt="Modrinth's brand new design, rolling out with the launch of Beta"></p><blockquote><p>Modrinth's brand new design, rolling out with the launch of Beta</p></blockquote><h2>What's new?</h2><p>If you've checked out Modrinth in the past, here's the main things you'll notice that have changed:</p><ul><li>All new clean and modern design in both light and dark modes</li><li>Mods now display download counts correctly</li><li>Mod information can now be edited in the author Dashboard</li><li>More information can be added to mods</li></ul><h2>What's next?</h2><p>Modrinth is still in beta, of course, so there will be bugs. In the coming weeks and months, we will be prioritizing fixing the issues that currently exist and continue refining the design in areas that are rough.</p><p>If you find any, please report them to the issue tracker: <a href="https://github.com/modrinth/code/issues" rel="noopener nofollow ugc">https://github.com/modrinth/code/issues</a></p><p>If you would like to chat about Modrinth, our discord is open to all here: <a href="https://discord.modrinth.com/" rel="noopener nofollow ugc">https://discord.modrinth.com</a></p>]]>
@@ -257,7 +257,7 @@
https://modrinth.com/news/article/whats-modrinth/
https://modrinth.com/news/article/whats-modrinth/Fri, 27 Nov 2020 00:00:00 GMT
- <![CDATA[<p>Hello, we are Modrinth – an open source mods hosting platform. Sounds dry, doesn't it? So let me tell you our story – and I promise, it won't be boring!</p><h2>Prelude and conception</h2><p>Before Modrinth was even thought of, there already were several giant platforms for mod hosting. However, most of them were too specialized, outdated, or transitively dependent on an uncaring hegemonic 3rd party. Authors and players were always in struggle. The community had to choose 2 out of 3: inconvenience, indifference, obsolescence. Urge for better service, either new or renewed, just founded or acquired arose.</p><p>Although demand for proper competition is the seed, the germ of Modrinth, the biggest role was played by the Fabric project. It set an example of a community-powered alternative. It was democratic, FOSS, listening to the community, and welcoming contribution and 3rd party initiatives. They have shown the modding community that they can evolve and adapt, be accessible and welcoming, cooperative, and caring.</p><h2>Fabricate and HexFabric</h2><p>And, oh boy, did they connect – the demand for competition grew so high, that at some point the community just exploded with novelty. During several months, almost a dozen projects were aiming to be the second Walmart, the third IKEA, the fourth Amazon for your mods. Here beings the story of HexFabrics... – wait, what? What's that?</p><blockquote><p>HexFabric is an umbrella term for modern mod hosting technology. It got its name from Fabric, which at the point was poorly supported (if at all) by the major players on the stage. In practice, HexFabric is just a cozy Discord server, on which several projects have their deputizing channels.</p></blockquote><p>Back on track – Lots of HexFabrics were founded almost simultaneously. <a href="http://Altar.gg" rel="noopener nofollow ugc">Altar.gg</a>, Astronave, Diluv, ModForest, Minerepo... and, most importantly, Fabricate.</p><p>Fabricate began its journey as a proprietary project indexing website by a single developer – Geometrically. It remained relatively unnoticed for a couple of weeks, and then it started gaining attention. This new website has amazing search! Yup, the whole thing was primarily about making seamless, gracious, appeasing smart real-time search. The community is now intrigued.</p><h2>Becoming a team</h2><p>"But this looks awful! And it's proprietary!" – a few voices said. Among those voices were falseresync and MulverineX. They both had several objections to that and were pestering the original author. "FOSS is the true way for community project" and "Just use a license to prevent others from creating instances of your work," they told.</p><p>Yet Fabricate remained proprietary for a while. However, once the pressure on the author became high, they gave up and open-sourced their work. This was the birth of Modrinth. It did not get its name for a little while longer though.</p><p>Now that Modrinth was open source, it started gaining traction. Remember falseresync and MulverineX? They joined Geometrically on the branding site, and somewhere in the middle of the brainstorming process the logo and the name were born. At the same time AppleTheGolden, Aeledfyr, and Redblueflame began contributing to the actual code of the project, which is – nowadays known to everyone – in Rust. A solo suddenly became a team, ready for whatever future holds.</p><h2>Development non-stop</h2><p>The newly born FOSS project is now evolving swiftly. Before our team arose the question: monolithic vs split app architecture. Monolithic would be easier to deploy and can serve pages quicker. The split architecture will simplify the development and allow for a feature-full user experience. The discussion was hot, and the sides were fierce. Nevertheless, the split pattern won. Now it was time to make proper backend and frontend apps.</p><p>The work first began with the backend. Aeled, Red, and Geo started detaching API methods from visuals. The team worked hard. Consequent to the API splitting from the GUI, it became getting new and exciting features. The first feature to be added was custom Modrinth mods – before that, the website only indexed the competitor's service.</p><p>However, for that to happen there had to be another step taken – migration from MongoDB to PostgreSQL. It was crucial for efficient data storage and complex relationships between projects. And the biggest propagator of that change was Apple, who introduced and successfully defended their case.</p><p>Thus, with custom mods, better yet search has been implemented. After search, user accounts with external log-in made their way into the project. Now it first creators started uploading their mods – a monumental achievement.</p><p>After the first creators came more – the community began taking Modrinth as a serious alternative hosting. At some point, uploads accelerated to the point that our team was forced to redo their plans and establish project editing and moderation considerably earlier than it could have been. Besides, creators need analytics, they need teams, they needed support system. So the backend developers tried their best to keep up and achieved their goals through enthusiastic labor and dedication.</p><h2>Refreshed look</h2><p>Although, on the frontend side things weren't as bright, unfortunately. Once falseresync presented the new look and feel Modrinth should aim for, he was forced to dedicate less time to the project. As a consequence, the frontend was implemented rather haphazardly and was lacking in features compared to the backend.</p><p>However, this did not stop the project from evolving. The backend team has continued to expand on existing features, and after a long period of time, the savior descended on the frontend – Prospector, who rapidly became a crucial contributor and a part of the team. With new and comprehensive design guidance from falseresync and critique from MulverineX and the community, Prospector achieved feature parity with backend and greatly improved the website look and feel.</p><p>Improving the frontend wasn't an easy job: naughty CSS, runtime errors, the abundance of framework-related nuances – all were obstacles, and all were defeated. Through battles with web technologies, jokes about quirky styles, and hard work our team created the UI you see today.</p><h2>Going beta</h2><blockquote><p>You have to believe that the dots will somehow connect in your future. <em>– Steve Jobs</em></p></blockquote><p>With the story complete, we are proud to announce that the Modrinth beta will be coming out on November 30th, with a refreshed look and a feature-complete modding website! It is a tremendous achievement for us and the community, which we are very proud of.</p><p>It is heart-warming to admit that we're finally going officially online. We know it's not perfect yet. But regardless, we will continue our passion project as a team, and we will expand on it and make it only better!</p><p>Stay tuned!</p>]]>
+ <![CDATA[<p>Hello, we are Modrinth – an open source mods hosting platform. Sounds dry, doesn't it? So let me tell you our story – and I promise, it won't be boring!</p><h2>Prelude and conception</h2><p>Before Modrinth was even thought of, there already were several giant platforms for mod hosting. However, most of them were too specialized, outdated, or transitively dependent on an uncaring hegemonic 3rd party. Authors and players were always in struggle. The community had to choose 2 out of 3: inconvenience, indifference, obsolescence. Urge for better service, either new or renewed, just founded or acquired arose.</p><p>Although demand for proper competition is the seed, the germ of Modrinth, the biggest role was played by the Fabric project. It set an example of a community-powered alternative. It was democratic, FOSS, listening to the community, and welcoming contribution and 3rd party initiatives. They have shown the modding community that they can evolve and adapt, be accessible and welcoming, cooperative, and caring.</p><h2>Fabricate and HexFabric</h2><p>And, oh boy, did they connect – the demand for competition grew so high, that at some point the community just exploded with novelty. During several months, almost a dozen projects were aiming to be the second Walmart, the third IKEA, the fourth Amazon for your mods. Here beings the story of HexFabrics... – wait, what? What's that?</p><blockquote><p>HexFabric is an umbrella term for modern mod hosting technology. It got its name from Fabric, which at the point was poorly supported (if at all) by the major players on the stage. In practice, HexFabric is just a cozy Discord server, on which several projects have their deputizing channels.</p></blockquote><p>Back on track – Lots of HexFabrics were founded almost simultaneously. <a href="http://altar.gg/" rel="noopener nofollow ugc">Altar.gg</a>, Astronave, Diluv, ModForest, Minerepo... and, most importantly, Fabricate.</p><p>Fabricate began its journey as a proprietary project indexing website by a single developer – Geometrically. It remained relatively unnoticed for a couple of weeks, and then it started gaining attention. This new website has amazing search! Yup, the whole thing was primarily about making seamless, gracious, appeasing smart real-time search. The community is now intrigued.</p><h2>Becoming a team</h2><p>"But this looks awful! And it's proprietary!" – a few voices said. Among those voices were falseresync and MulverineX. They both had several objections to that and were pestering the original author. "FOSS is the true way for community project" and "Just use a license to prevent others from creating instances of your work," they told.</p><p>Yet Fabricate remained proprietary for a while. However, once the pressure on the author became high, they gave up and open-sourced their work. This was the birth of Modrinth. It did not get its name for a little while longer though.</p><p>Now that Modrinth was open source, it started gaining traction. Remember falseresync and MulverineX? They joined Geometrically on the branding site, and somewhere in the middle of the brainstorming process the logo and the name were born. At the same time AppleTheGolden, Aeledfyr, and Redblueflame began contributing to the actual code of the project, which is – nowadays known to everyone – in Rust. A solo suddenly became a team, ready for whatever future holds.</p><h2>Development non-stop</h2><p>The newly born FOSS project is now evolving swiftly. Before our team arose the question: monolithic vs split app architecture. Monolithic would be easier to deploy and can serve pages quicker. The split architecture will simplify the development and allow for a feature-full user experience. The discussion was hot, and the sides were fierce. Nevertheless, the split pattern won. Now it was time to make proper backend and frontend apps.</p><p>The work first began with the backend. Aeled, Red, and Geo started detaching API methods from visuals. The team worked hard. Consequent to the API splitting from the GUI, it became getting new and exciting features. The first feature to be added was custom Modrinth mods – before that, the website only indexed the competitor's service.</p><p>However, for that to happen there had to be another step taken – migration from MongoDB to PostgreSQL. It was crucial for efficient data storage and complex relationships between projects. And the biggest propagator of that change was Apple, who introduced and successfully defended their case.</p><p>Thus, with custom mods, better yet search has been implemented. After search, user accounts with external log-in made their way into the project. Now it first creators started uploading their mods – a monumental achievement.</p><p>After the first creators came more – the community began taking Modrinth as a serious alternative hosting. At some point, uploads accelerated to the point that our team was forced to redo their plans and establish project editing and moderation considerably earlier than it could have been. Besides, creators need analytics, they need teams, they needed support system. So the backend developers tried their best to keep up and achieved their goals through enthusiastic labor and dedication.</p><h2>Refreshed look</h2><p>Although, on the frontend side things weren't as bright, unfortunately. Once falseresync presented the new look and feel Modrinth should aim for, he was forced to dedicate less time to the project. As a consequence, the frontend was implemented rather haphazardly and was lacking in features compared to the backend.</p><p>However, this did not stop the project from evolving. The backend team has continued to expand on existing features, and after a long period of time, the savior descended on the frontend – Prospector, who rapidly became a crucial contributor and a part of the team. With new and comprehensive design guidance from falseresync and critique from MulverineX and the community, Prospector achieved feature parity with backend and greatly improved the website look and feel.</p><p>Improving the frontend wasn't an easy job: naughty CSS, runtime errors, the abundance of framework-related nuances – all were obstacles, and all were defeated. Through battles with web technologies, jokes about quirky styles, and hard work our team created the UI you see today.</p><h2>Going beta</h2><blockquote><p>You have to believe that the dots will somehow connect in your future. <em>– Steve Jobs</em></p></blockquote><p>With the story complete, we are proud to announce that the Modrinth beta will be coming out on November 30th, with a refreshed look and a feature-complete modding website! It is a tremendous achievement for us and the community, which we are very proud of.</p><p>It is heart-warming to admit that we're finally going officially online. We know it's not perfect yet. But regardless, we will continue our passion project as a team, and we will expand on it and make it only better!</p><p>Stay tuned!</p>]]>
\ No newline at end of file
diff --git a/packages/blog/compile.ts b/packages/blog/compile.ts
index 32e52742..276e7ac6 100644
--- a/packages/blog/compile.ts
+++ b/packages/blog/compile.ts
@@ -3,6 +3,9 @@ import { promises as fs } from 'fs'
import { glob } from 'glob'
import matter from 'gray-matter'
import { minify } from 'html-minifier-terser'
+import type { Options } from 'markdown-it'
+import type Renderer from 'markdown-it/lib/renderer.mjs'
+import type Token from 'markdown-it/lib/token.mjs'
import * as path from 'path'
import RSS from 'rss'
import { parseStringPromise } from 'xml2js'
@@ -65,15 +68,41 @@ async function compileArticles() {
process.exit(1)
}
- const html = md().render(content)
- const minifiedHtml = await minify(html, {
+ const mdIt = md()
+ const slug = frontSlug || path.basename(file, '.md')
+
+ // Normalizes relative URL resolution to occur in the context of the article's directory.
+ // This prevents user agents from resolving relative URLs differently based on whether
+ // the current document URL has a trailing slash or not.
+ function normalizeRendererHtmlUriAttribute(ruleName: string, attrName: string) {
+ const defaultRenderer =
+ mdIt.renderer.rules[ruleName] ||
+ function (tokens, idx, options, _env, self) {
+ return self.renderToken(tokens, idx, options)
+ }
+
+ return (tokens: Token[], idx: number, options: Options, env: object, self: Renderer) => {
+ const attrUrlValue = tokens[idx].attrGet(attrName)
+ if (attrUrlValue) {
+ tokens[idx].attrSet(
+ attrName,
+ new URL(attrUrlValue, `${SITE_URL}/news/article/${slug}/`).href.replace(SITE_URL, ''),
+ )
+ }
+ return defaultRenderer(tokens, idx, options, env, self)
+ }
+ }
+
+ mdIt.renderer.rules.image = normalizeRendererHtmlUriAttribute('image', 'src')
+ mdIt.renderer.rules.link_open = normalizeRendererHtmlUriAttribute('link_open', 'href')
+
+ const minifiedHtml = await minify(mdIt.render(content), {
collapseWhitespace: true,
removeComments: true,
})
const authors = authorsData ? authorsData : []
- const slug = frontSlug || path.basename(file, '.md')
const varName = toVarName(slug)
const exportFile = path.posix.join(COMPILED_DIR, `${varName}.ts`)
const contentFile = path.posix.join(COMPILED_DIR, `${varName}.content.ts`)
diff --git a/packages/blog/compiled/a_new_chapter_for_modrinth_servers.content.ts b/packages/blog/compiled/a_new_chapter_for_modrinth_servers.content.ts
index 97319f2b..41168a00 100644
--- a/packages/blog/compiled/a_new_chapter_for_modrinth_servers.content.ts
+++ b/packages/blog/compiled/a_new_chapter_for_modrinth_servers.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Over the few months, Modrinth has seen incredible interest towards our Servers product, and with significant growth, our vision for what Modrinth Servers can be has evolved alongside it. To continue striving towards our goal of providing the best place to get your own Minecraft multiplayer server, we’ve made the decision to bring our server hosting fully in-house.
Why We're Making This Change
Modrinth has some ambitious goals for the next year. We want to create the best possible way for all Java players play Minecraft, and to host and play their favorite modpacks and custom servers. To achieve this, it’s clear that Modrinth Servers needs to be built and scaled on our own infrastructure.
By running every aspect of our hosting platform, we gain the flexibility to tailor the experience to our community’s needs—whether that means deeper integrations with Modrinth’s ecosystem, better performance, or more innovative features. This also allows us to invest in the long-term sustainability of Modrinth Servers, ensuring that we can scale seamlessly and avoid running out of available servers stock.
A Thank You to Pyro
This change is purely a logistical step forward and does not reflect negatively on our partnership with Pyro. In fact, Pyro has been an incredible partner in getting Modrinth Servers off the ground and we are very grateful for their collaboration. We completely support Pyro and their future, and we know they’re working on some exciting new products of their own, which we can’t wait to check out!
What This Means for You
We know you may have questions, and we want to make this transition as smooth as possible.
What part of my server was being run by Pyro?
Until this point, Pyro has been responsible for the physical server machines that run your Modrinth servers. This means that they have been responsible for the hardware that powers your server, as well as the files and data for them. Moving forward, all of this will exist under Modrinth.
What happens to my running servers?
Your current servers will continue running, and we’ll provide a clear migration path if any action is needed on your part. You can expect a follow up soon, however our goal is to do this with 0 downtime or impact to you if possible.
Will anything else change that impacts me?
Modrinth Servers will remain the same great experience its has been, you likely won’t notice any changes right away. Long term, this means we’ll be able to improve both the stability of servers as well as the features that make managing your server a breeze.
This is an exciting step toward a future where Modrinth is the go-to destination for Java Minecraft players—not just for mods and mod-packs, but for hosting and playing too. We appreciate your support and can’t wait to share more soon!
`;
+export const html = `
Over the few months, Modrinth has seen incredible interest towards our Servers product, and with significant growth, our vision for what Modrinth Servers can be has evolved alongside it. To continue striving towards our goal of providing the best place to get your own Minecraft multiplayer server, we’ve made the decision to bring our server hosting fully in-house.
Why We're Making This Change
Modrinth has some ambitious goals for the next year. We want to create the best possible way for all Java players play Minecraft, and to host and play their favorite modpacks and custom servers. To achieve this, it’s clear that Modrinth Servers needs to be built and scaled on our own infrastructure.
By running every aspect of our hosting platform, we gain the flexibility to tailor the experience to our community’s needs—whether that means deeper integrations with Modrinth’s ecosystem, better performance, or more innovative features. This also allows us to invest in the long-term sustainability of Modrinth Servers, ensuring that we can scale seamlessly and avoid running out of available servers stock.
A Thank You to Pyro
This change is purely a logistical step forward and does not reflect negatively on our partnership with Pyro. In fact, Pyro has been an incredible partner in getting Modrinth Servers off the ground and we are very grateful for their collaboration. We completely support Pyro and their future, and we know they’re working on some exciting new products of their own, which we can’t wait to check out!
What This Means for You
We know you may have questions, and we want to make this transition as smooth as possible.
What part of my server was being run by Pyro?
Until this point, Pyro has been responsible for the physical server machines that run your Modrinth servers. This means that they have been responsible for the hardware that powers your server, as well as the files and data for them. Moving forward, all of this will exist under Modrinth.
What happens to my running servers?
Your current servers will continue running, and we’ll provide a clear migration path if any action is needed on your part. You can expect a follow up soon, however our goal is to do this with 0 downtime or impact to you if possible.
Will anything else change that impacts me?
Modrinth Servers will remain the same great experience its has been, you likely won’t notice any changes right away. Long term, this means we’ll be able to improve both the stability of servers as well as the features that make managing your server a breeze.
This is an exciting step toward a future where Modrinth is the go-to destination for Java Minecraft players—not just for mods and mod-packs, but for hosting and playing too. We appreciate your support and can’t wait to share more soon!
`;
diff --git a/packages/blog/compiled/accelerating_development.content.ts b/packages/blog/compiled/accelerating_development.content.ts
index e2a00ce2..84dc5118 100644
--- a/packages/blog/compiled/accelerating_development.content.ts
+++ b/packages/blog/compiled/accelerating_development.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Update: On April 4, 2024 we announced that we had returned the remaining $800k in investor capital back to our investors to take a different path. Read that announcement here. This article remains here for archival purposes.
There are over 3 billion gamers worldwide, but only a small fraction ever go further and mod the games they play. Modrinth is here to bring modding to every player on the planet—all the while allowing mod creators to make a living off of it.
Since our founding in 2020 and up until a few months ago, Modrinth has been a purely volunteer project. In the past couple months, the Modrinth team has been more productive than ever. We've released the Anniversary Update, we're actively working on the launcher once more, and we're laying out plans for how to multiply Modrinth creator payouts.
The vision we have for the future of Modrinth is great, and right alongside that is the need for an amazing team to build out this vision. That's why we recently announced that we're hiring—we've already come so far on just volunteer work, but for Modrinth to be sustainable and for its growth to be sustainable, we need to pick up the pace.
We're thrilled to keep on building and iterating on Modrinth over the next few years. Here's a look into what we have in store over the next few months for Modrinth:
More creator payouts, through the growth of Adrinth
Discovery/recommendation of mods (especially up-and-coming content)
Comments (with built-in moderation and spam protection)
[Redacted]
Support for new games!
We are excited that we are able to build a product that will manage to grow us to sustainability and create the best modding experience for creators and users. Being able to pay ourselves and bring on new people is a big step in making that happen. There is still a lot to do, so let's get to it!
Q&A:
We know there might be some concerns so we included a short Q&A section below for some common ones. Feel free to ask in our Discord if you have any more questions!
Why does Modrinth need funding?
Our main expense is and will continue to be salaries. The labor cost has always been the main bottleneck for Modrinth. Having paid employees will allow us to develop Modrinth faster, bringing Modrinth to a point of sustainability and growing the platform. For example, we're planning to release our launcher this year, and eventually we're hoping to expand into more games. Those won't be possible without having paid employees.
Is Modrinth still community-first?
We started and always will have the goal of creating a community-oriented, open-source modding platform. Simply put, there isn't any reason for us not to be. It's clear that the previous impersonal, corporate approaches to video game modding have not worked, and Modrinth is excited to change that.
Will Modrinth still be open-source?
Yes! We are committed to having all (when possible) our current code and future code we write to be open-source. Copyright is held by the contributors as we have no CLA, so we cannot make it closed-source (even if we wanted to) without, well, violating the law.
Who's behind Modrinth?
The Modrinth team (currently consisting of Prospector, Emma, and Geometrically) is behind Modrinth. We've been modding Minecraft for years, with connections extending back to grade school. Investors have a minority stake in the company, and have no control or say in our decisions.
Is Modrinth going to adopt web3/cryptocurrency?
No. We have no plans to adopt or explore web3 for Modrinth.
Will investment money be used to fund creator payouts?
Not directly. Hiring more people will allow us to build up the infrastructure that can increase payouts, but the money we pay out to creators will always come from sustainable sources such as advertising and never from investment funds.
`;
+export const html = `
Update: On April 4, 2024 we announced that we had returned the remaining $800k in investor capital back to our investors to take a different path. Read that announcement here. This article remains here for archival purposes.
There are over 3 billion gamers worldwide, but only a small fraction ever go further and mod the games they play. Modrinth is here to bring modding to every player on the planet—all the while allowing mod creators to make a living off of it.
Since our founding in 2020 and up until a few months ago, Modrinth has been a purely volunteer project. In the past couple months, the Modrinth team has been more productive than ever. We've released the Anniversary Update, we're actively working on the launcher once more, and we're laying out plans for how to multiply Modrinth creator payouts.
The vision we have for the future of Modrinth is great, and right alongside that is the need for an amazing team to build out this vision. That's why we recently announced that we're hiring—we've already come so far on just volunteer work, but for Modrinth to be sustainable and for its growth to be sustainable, we need to pick up the pace.
We're thrilled to keep on building and iterating on Modrinth over the next few years. Here's a look into what we have in store over the next few months for Modrinth:
More creator payouts, through the growth of Adrinth
Discovery/recommendation of mods (especially up-and-coming content)
Comments (with built-in moderation and spam protection)
[Redacted]
Support for new games!
We are excited that we are able to build a product that will manage to grow us to sustainability and create the best modding experience for creators and users. Being able to pay ourselves and bring on new people is a big step in making that happen. There is still a lot to do, so let's get to it!
Q&A:
We know there might be some concerns so we included a short Q&A section below for some common ones. Feel free to ask in our Discord if you have any more questions!
Why does Modrinth need funding?
Our main expense is and will continue to be salaries. The labor cost has always been the main bottleneck for Modrinth. Having paid employees will allow us to develop Modrinth faster, bringing Modrinth to a point of sustainability and growing the platform. For example, we're planning to release our launcher this year, and eventually we're hoping to expand into more games. Those won't be possible without having paid employees.
Is Modrinth still community-first?
We started and always will have the goal of creating a community-oriented, open-source modding platform. Simply put, there isn't any reason for us not to be. It's clear that the previous impersonal, corporate approaches to video game modding have not worked, and Modrinth is excited to change that.
Will Modrinth still be open-source?
Yes! We are committed to having all (when possible) our current code and future code we write to be open-source. Copyright is held by the contributors as we have no CLA, so we cannot make it closed-source (even if we wanted to) without, well, violating the law.
Who's behind Modrinth?
The Modrinth team (currently consisting of Prospector, Emma, and Geometrically) is behind Modrinth. We've been modding Minecraft for years, with connections extending back to grade school. Investors have a minority stake in the company, and have no control or say in our decisions.
Is Modrinth going to adopt web3/cryptocurrency?
No. We have no plans to adopt or explore web3 for Modrinth.
Will investment money be used to fund creator payouts?
Not directly. Hiring more people will allow us to build up the infrastructure that can increase payouts, but the money we pay out to creators will always come from sustainable sources such as advertising and never from investment funds.
`;
diff --git a/packages/blog/compiled/becoming_sustainable.content.ts b/packages/blog/compiled/becoming_sustainable.content.ts
index 6aa531b4..f22bd34a 100644
--- a/packages/blog/compiled/becoming_sustainable.content.ts
+++ b/packages/blog/compiled/becoming_sustainable.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Just over 3 weeks ago, we launched our new ads powered by Aditude. These ads have allowed us to improve creator revenue drastically and become sustainable. Read on for more info!
Creator Revenue
We’re excited to share we have been able to increase creator revenue by 5-8x what it was before!
There’s a couple changes to how revenue is distributed out to creators coming with this increase.
First, revenue is no longer entirely paid out the day they are earned. Previously, we used our own in-house advertisement deal which paid us in advance for the entire month, and we divided that among each day in the month, as the month progressed. With the switch to a more traditional ad network, we are paid on a NET 60 basis, which is fairly standard with ad networks. What this means is that some of your revenue may be pending until the ad network pays us out. Exactly how this works is explained further here.
Second, the revenue split between Modrinth and Creators has changed. See the next section on sustainability for more on this.
Becoming Sustainable
We have updated the Modrinth creator revenue split from 90/10 to 75/25. However, all of the increases listed above are with the new rate included, so while the percentage is lower, the overall revenue is much, much higher.
While 90% is a more remarkable figure, we changed it in order to ensure we can keep running Modrinth and continue to grow creator revenue without having to worry about losing money on operational costs.
Through these changes, we are proud to announce Modrinth is now fully sustainable with the new income, with all hosting and operational costs accounted for (including paying our developers, moderators, and support staff!) With the new revenue, users will see reduced support times and we will be able to ship bigger and better updates quicker to you all!
In an effort to be more transparent with our community than ever before, we are opening up as many of our finances as possible so you all can know how we’re doing and where all the money is going. We’re working to develop a transparency page on our website for you to view all the graphs and numbers, but it wasn’t ready in time for this blog post (for now, you can view our site-wide ad revenue in the API here. We also plan to publish monthly transparency reports with more details about our revenue and expenses, the first of which should be available in early October, so keep an eye out for that.
For now, we can tell you that creators on Modrinth have earned a total of $160,868 on Modrinth to date (as of September 13, 2024), and here’s a graph of our revenue from the past 30 days:
We have a lot of exciting things coming up still, and of course, we greatly appreciate all of your support!
`;
+export const html = `
Just over 3 weeks ago, we launched our new ads powered by Aditude. These ads have allowed us to improve creator revenue drastically and become sustainable. Read on for more info!
Creator Revenue
We’re excited to share we have been able to increase creator revenue by 5-8x what it was before!
There’s a couple changes to how revenue is distributed out to creators coming with this increase.
First, revenue is no longer entirely paid out the day they are earned. Previously, we used our own in-house advertisement deal which paid us in advance for the entire month, and we divided that among each day in the month, as the month progressed. With the switch to a more traditional ad network, we are paid on a NET 60 basis, which is fairly standard with ad networks. What this means is that some of your revenue may be pending until the ad network pays us out. Exactly how this works is explained further here.
Second, the revenue split between Modrinth and Creators has changed. See the next section on sustainability for more on this.
Becoming Sustainable
We have updated the Modrinth creator revenue split from 90/10 to 75/25. However, all of the increases listed above are with the new rate included, so while the percentage is lower, the overall revenue is much, much higher.
While 90% is a more remarkable figure, we changed it in order to ensure we can keep running Modrinth and continue to grow creator revenue without having to worry about losing money on operational costs.
Through these changes, we are proud to announce Modrinth is now fully sustainable with the new income, with all hosting and operational costs accounted for (including paying our developers, moderators, and support staff!) With the new revenue, users will see reduced support times and we will be able to ship bigger and better updates quicker to you all!
In an effort to be more transparent with our community than ever before, we are opening up as many of our finances as possible so you all can know how we’re doing and where all the money is going. We’re working to develop a transparency page on our website for you to view all the graphs and numbers, but it wasn’t ready in time for this blog post (for now, you can view our site-wide ad revenue in the API here. We also plan to publish monthly transparency reports with more details about our revenue and expenses, the first of which should be available in early October, so keep an eye out for that.
For now, we can tell you that creators on Modrinth have earned a total of $160,868 on Modrinth to date (as of September 13, 2024), and here’s a graph of our revenue from the past 30 days:
We have a lot of exciting things coming up still, and of course, we greatly appreciate all of your support!
`;
diff --git a/packages/blog/compiled/creator_monetization.content.ts b/packages/blog/compiled/creator_monetization.content.ts
index f5c1104f..1792fc1e 100644
--- a/packages/blog/compiled/creator_monetization.content.ts
+++ b/packages/blog/compiled/creator_monetization.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Yes, you read the title correctly: Modrinth's Creator Monetization Program, also known as payouts, is now in an open beta phase. All of the money that project owners have earned since August 1st is available to claim right now!
This includes even projects other than mods! Modpacks, plugins, and resource packs also generate payouts for creators to claim.
Alongside this, the frontend also got a facelift across the entire site, most notably on the settings, notifications, and user profile pages.
Motivation
Since the start, Modrinth has been a platform created by Minecraft content creators for Minecraft content creators. Allowing creators to earn a bit of money for their hard work and dedication to their content has been a goal since we started, and we are so incredibly ecstatic to finally be able to release this for everyone.
Whether it's used for buying coffee, paying for server costs, or to get that luxury pair of socks, we hope that creators will be able to use their payouts on whatever keeps them running. We want to encourage creators to keep making content for everyone to enjoy, with the hope that everyone will eventually be able to call Modrinth their go-to destination for Minecraft modded content.
How it works
For every project uploaded to Modrinth, we keep track of its page views and downloads through an internal system we call ariadne. Through our payouts algorithm (source code), we distribute 100% of ad revenue earned from creator pages to the creators behind these projects. Project owners can decide how to split it (or how not to split it) between their team members.
Modpacks are a bit different, with revenue split 80% to the Modrinth dependencies on the pack and 20% to the modpack author. This split is subject to change and will be evaluated periodically to ensure the split is reasonably fair.
After taking the search pages into account, around 10% of the site's ad revenue ends up going to us, mainly to cover hosting and personnel expenses, and 90% to creators.
While payouts will be small at first, we're working on improving our ads system to better fund the program. We've also got big projects coming soon to continue our trajectory of making the monetization program and the site better!
How do I earn money?
When a project of yours on Modrinth gets approved, you are automatically enrolled into the program. You will start to incur a balance, which you can view from the Monetization dashboard. You can claim your first payout via PayPal or Venmo as soon as you enter your credentials and have the minimum balance of 0.26 USD.
Even though the minimum is low, you will want to wait some time to allow your balance to build up before claiming. Each payment processor has its own fees which depend upon whether you're within the United States, which are detailed on the dashboard's revenue tab.
Once you request a transfer, you may have to confirm the transfer via email if you don't already have a PayPal account. If you do not confirm using the link in the email within 30 days, or the transfer fails for whatever reason, the amount requested will be returned to your Modrinth balance, though the processor's fees may already have been deducted by that point.
For residents outside the United States
Since Modrinth is a US-based company, all amounts are stored, displayed, and paid out in US dollars. PayPal will convert the amount to your local currency once you begin the process of transferring from your Modrinth balance to your PayPal account.
We're aware of some extenuating circumstances for creators living in areas affected by geopolitical conflict. As such, we are looking into alternative ways to allow payouts to continue in these regions.
At the moment, there are no mechanisms in place to make your Modrinth balance expire after some time, though this is likely to be added in the future for creators who do not claim their balance after several years. Rest assured, we will have processes in place to make sure that your money doesn't go poof just because you weren't able to claim it in time.
Frontend facelift
The website frontend has had some "small" changes of around 12,322 lines of code to accommodate payouts and many other changes. Many of these changes were inspired by the experiments done on the SvelteKit Rewrite, progress on which is paused for the time being. Navigate around the main site for a bit to discover some of these changes! Highlights include:
Improved project creation and report filing workflow via modals
Improved 404 page
Deduplicate identical version changelogs
Cleaner user profile pages
Easier to navigate settings and notifications
Spacing, font, and accessibility tweaks
And plenty more!
Conclusion
This is a jam-packed update, and it would be impossible to list all the changes in this post. Feel free to explore the site, claim your funds, and give us feedback on Discord. If you suspect you've found any critical bugs or exploits, please email us immediately at support@modrinth.com - otherwise, for non-critical bugs, report them on GitHub.
👑
`;
+export const html = `
Yes, you read the title correctly: Modrinth's Creator Monetization Program, also known as payouts, is now in an open beta phase. All of the money that project owners have earned since August 1st is available to claim right now!
This includes even projects other than mods! Modpacks, plugins, and resource packs also generate payouts for creators to claim.
Alongside this, the frontend also got a facelift across the entire site, most notably on the settings, notifications, and user profile pages.
Motivation
Since the start, Modrinth has been a platform created by Minecraft content creators for Minecraft content creators. Allowing creators to earn a bit of money for their hard work and dedication to their content has been a goal since we started, and we are so incredibly ecstatic to finally be able to release this for everyone.
Whether it's used for buying coffee, paying for server costs, or to get that luxury pair of socks, we hope that creators will be able to use their payouts on whatever keeps them running. We want to encourage creators to keep making content for everyone to enjoy, with the hope that everyone will eventually be able to call Modrinth their go-to destination for Minecraft modded content.
How it works
For every project uploaded to Modrinth, we keep track of its page views and downloads through an internal system we call ariadne. Through our payouts algorithm (source code), we distribute 100% of ad revenue earned from creator pages to the creators behind these projects. Project owners can decide how to split it (or how not to split it) between their team members.
Modpacks are a bit different, with revenue split 80% to the Modrinth dependencies on the pack and 20% to the modpack author. This split is subject to change and will be evaluated periodically to ensure the split is reasonably fair.
After taking the search pages into account, around 10% of the site's ad revenue ends up going to us, mainly to cover hosting and personnel expenses, and 90% to creators.
While payouts will be small at first, we're working on improving our ads system to better fund the program. We've also got big projects coming soon to continue our trajectory of making the monetization program and the site better!
How do I earn money?
When a project of yours on Modrinth gets approved, you are automatically enrolled into the program. You will start to incur a balance, which you can view from the Monetization dashboard. You can claim your first payout via PayPal or Venmo as soon as you enter your credentials and have the minimum balance of 0.26 USD.
Even though the minimum is low, you will want to wait some time to allow your balance to build up before claiming. Each payment processor has its own fees which depend upon whether you're within the United States, which are detailed on the dashboard's revenue tab.
Once you request a transfer, you may have to confirm the transfer via email if you don't already have a PayPal account. If you do not confirm using the link in the email within 30 days, or the transfer fails for whatever reason, the amount requested will be returned to your Modrinth balance, though the processor's fees may already have been deducted by that point.
For residents outside the United States
Since Modrinth is a US-based company, all amounts are stored, displayed, and paid out in US dollars. PayPal will convert the amount to your local currency once you begin the process of transferring from your Modrinth balance to your PayPal account.
We're aware of some extenuating circumstances for creators living in areas affected by geopolitical conflict. As such, we are looking into alternative ways to allow payouts to continue in these regions.
At the moment, there are no mechanisms in place to make your Modrinth balance expire after some time, though this is likely to be added in the future for creators who do not claim their balance after several years. Rest assured, we will have processes in place to make sure that your money doesn't go poof just because you weren't able to claim it in time.
Frontend facelift
The website frontend has had some "small" changes of around 12,322 lines of code to accommodate payouts and many other changes. Many of these changes were inspired by the experiments done on the SvelteKit Rewrite, progress on which is paused for the time being. Navigate around the main site for a bit to discover some of these changes! Highlights include:
Improved project creation and report filing workflow via modals
Improved 404 page
Deduplicate identical version changelogs
Cleaner user profile pages
Easier to navigate settings and notifications
Spacing, font, and accessibility tweaks
And plenty more!
Conclusion
This is a jam-packed update, and it would be impossible to list all the changes in this post. Feel free to explore the site, claim your funds, and give us feedback on Discord. If you suspect you've found any critical bugs or exploits, please email us immediately at support@modrinth.com - otherwise, for non-critical bugs, report them on GitHub.
👑
`;
diff --git a/packages/blog/compiled/creator_update.content.ts b/packages/blog/compiled/creator_update.content.ts
index bf636ccf..24fed4bc 100644
--- a/packages/blog/compiled/creator_update.content.ts
+++ b/packages/blog/compiled/creator_update.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
December may be over, but that doesn’t mean we’re done giving gifts here at Modrinth. Over the past few months, we’ve been cooking up a whole bunch of new features for everyone to enjoy. Now seems like as good of a time as ever to bring you our Creator Update! Buckle up, because this is a big one.
The headlining features include:
Analytics - Allowing Modrinth creators to see statistics from their projects.
Organizations - Better tools to manage shared ownership over multiple projects.
Collections - A system for putting together shared sets of projects, similar to Spotify playlists.
New payouts system - Updates to the existing Creator Monetization Program to better serve creators around the world.
New Markdown editor - Explore a complete reworking of our text editor, making it easy even for those unfamiliar with Markdown.
OAuth integrations - Our own implementation of the OAuth specification, allowing external applications to “log in with Modrinth”.
Analytics
The long-awaited addition of analytics is here for creators! You can view analytics over time for your projects, including downloads, page views, and revenue, all in an effortlessly easy-to-use dashboard.
The data for analytics have been collected over the course of many months. In fact, the data for revenue goes all the way back to August 2022, and the data for downloads and views back to February 2023.
You can view the analytics for an individual project by going to the settings and clicking “Analytics”. You can view analytics for all of your projects in the analytics dashboard.
Organizations
Isn’t managing permissions across a bunch of different projects pretty tedious? We sure thought so. Just like on GitHub, you can now create organizations on Modrinth to manage permissions across multiple projects.
You can create organizations from the organizations dashboard. Each organization has a name, a brief summary, and an icon. Just like project members, organization members have a role, a monetization weight, and project permissions, plus permissions for the organization as a whole. Roles, monetization weights, and project permissions can be overridden on a per-project basis.
Unlike GitHub, usernames and organization names on Modrinth do not conflict with one another. If you want to have an organization named after yourself, feel free to do so!
Collections
Just like how Spotify has playlists or how Goodreads has shelves, Modrinth now has collections! Collections are lists of Modrinth projects put together for a common purpose. You can then share these collections with others to view.
Contains options files, configuration files, and optionally files from outside of Modrinth, wrapped together in a .mrpack file.
Contains a list of Modrinth projects (mods, plugins, data packs, resource packs, shaders, and modpacks).
Has individual releases with version history.
Instantly updates whenever a project is added or removed.
Must be reviewed by Modrinth’s staff and approved per Modrinth’s rules before it can be published.
Does not need to be reviewed by Modrinth’s staff. Can go public at any time.
After approval, can be listed in search, archived, unlisted, or private.
Can be public (shows up on your Modrinth profile), unlisted (only accessible by direct URL), or private (only you can access it).
All in all, collections are handy for easily grouping together and sharing Modrinth projects. If you’re bored on the subway heading home, you can look for new mods on your phone and quickly add them to a Modrinth collection. However, for many use cases, spending the time to create a modpack might make more sense. Collections and modpacks are both here to stay—one is not going to replace the other.
New payouts system
PayPal and Venmo are so 2023. To enter 2024, we are adding support for a bunch of different new payout methods, including ACH (available for direct transfer to a United States bank account) and a couple thousand gift cards. You know, just “a few”.
Whether you want Applebee’s in America, Boek & Bladkado in Belgium, or Cineplex in Canada, we’ve got them all and plenty more. Prepaid Visa cards, Amazon gift cards, and Steam gift cards are among the available options. Does anyone want a Home Depot gift card? We’ve got those, too.
New Markdown editor
For the longest time, Modrinth’s text editor for descriptions, changelogs, reports, and more has just been a box to enter Markdown syntax. What about people who don’t know Markdown, though? Even for those who do, writing it out by hand gets tedious after a while. That’s why we rebuilt it from the ground up to make it far easier to use.
Among its features are standard shortcuts (like Ctrl+B for bold), a monospace font in the editor itself, and buttons for inserting headers, basic formatting, lists, spoilers, block quotes, links, images, and YouTube videos.
Using the image button, you can also now upload images directly, instead of having to use an external host or the Gallery tab of a project. You can still insert images from outside sources, though certain sources (such as the Discord CDN) are blocked. We will notify authors using these blocked sources to replace the images.
OAuth integrations
Wouldn’t it be nice if other websites or apps could add a “Sign in with Modrinth” feature? We asked ourselves this and thought, yes, it would be nice to add. So we added it.
The OAuth2 protocol allows other services to gain a limited amount of access to your Modrinth account without compromising your login information. Maybe you want to create your own analytics dashboard? Or maybe you want to make your own way to add content to collections? How about connecting organization permissions to roles in a Discord server? The possibilities are endless.
You can create a new OAuth application in the Applications section of your settings. You can see which applications you’ve granted access to in the Authorizations section.
Conclusion
Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both Mastodon and X/Twitter. You can also chat with us on Discord if you like that.
December may be over, but that doesn’t mean we’re done giving gifts here at Modrinth. Over the past few months, we’ve been cooking up a whole bunch of new features for everyone to enjoy. Now seems like as good of a time as ever to bring you our Creator Update! Buckle up, because this is a big one.
The headlining features include:
Analytics - Allowing Modrinth creators to see statistics from their projects.
Organizations - Better tools to manage shared ownership over multiple projects.
Collections - A system for putting together shared sets of projects, similar to Spotify playlists.
New payouts system - Updates to the existing Creator Monetization Program to better serve creators around the world.
New Markdown editor - Explore a complete reworking of our text editor, making it easy even for those unfamiliar with Markdown.
OAuth integrations - Our own implementation of the OAuth specification, allowing external applications to “log in with Modrinth”.
Analytics
The long-awaited addition of analytics is here for creators! You can view analytics over time for your projects, including downloads, page views, and revenue, all in an effortlessly easy-to-use dashboard.
The data for analytics have been collected over the course of many months. In fact, the data for revenue goes all the way back to August 2022, and the data for downloads and views back to February 2023.
You can view the analytics for an individual project by going to the settings and clicking “Analytics”. You can view analytics for all of your projects in the analytics dashboard.
Organizations
Isn’t managing permissions across a bunch of different projects pretty tedious? We sure thought so. Just like on GitHub, you can now create organizations on Modrinth to manage permissions across multiple projects.
You can create organizations from the organizations dashboard. Each organization has a name, a brief summary, and an icon. Just like project members, organization members have a role, a monetization weight, and project permissions, plus permissions for the organization as a whole. Roles, monetization weights, and project permissions can be overridden on a per-project basis.
Unlike GitHub, usernames and organization names on Modrinth do not conflict with one another. If you want to have an organization named after yourself, feel free to do so!
Collections
Just like how Spotify has playlists or how Goodreads has shelves, Modrinth now has collections! Collections are lists of Modrinth projects put together for a common purpose. You can then share these collections with others to view.
Contains options files, configuration files, and optionally files from outside of Modrinth, wrapped together in a .mrpack file.
Contains a list of Modrinth projects (mods, plugins, data packs, resource packs, shaders, and modpacks).
Has individual releases with version history.
Instantly updates whenever a project is added or removed.
Must be reviewed by Modrinth’s staff and approved per Modrinth’s rules before it can be published.
Does not need to be reviewed by Modrinth’s staff. Can go public at any time.
After approval, can be listed in search, archived, unlisted, or private.
Can be public (shows up on your Modrinth profile), unlisted (only accessible by direct URL), or private (only you can access it).
All in all, collections are handy for easily grouping together and sharing Modrinth projects. If you’re bored on the subway heading home, you can look for new mods on your phone and quickly add them to a Modrinth collection. However, for many use cases, spending the time to create a modpack might make more sense. Collections and modpacks are both here to stay—one is not going to replace the other.
New payouts system
PayPal and Venmo are so 2023. To enter 2024, we are adding support for a bunch of different new payout methods, including ACH (available for direct transfer to a United States bank account) and a couple thousand gift cards. You know, just “a few”.
Whether you want Applebee’s in America, Boek & Bladkado in Belgium, or Cineplex in Canada, we’ve got them all and plenty more. Prepaid Visa cards, Amazon gift cards, and Steam gift cards are among the available options. Does anyone want a Home Depot gift card? We’ve got those, too.
New Markdown editor
For the longest time, Modrinth’s text editor for descriptions, changelogs, reports, and more has just been a box to enter Markdown syntax. What about people who don’t know Markdown, though? Even for those who do, writing it out by hand gets tedious after a while. That’s why we rebuilt it from the ground up to make it far easier to use.
Among its features are standard shortcuts (like Ctrl+B for bold), a monospace font in the editor itself, and buttons for inserting headers, basic formatting, lists, spoilers, block quotes, links, images, and YouTube videos.
Using the image button, you can also now upload images directly, instead of having to use an external host or the Gallery tab of a project. You can still insert images from outside sources, though certain sources (such as the Discord CDN) are blocked. We will notify authors using these blocked sources to replace the images.
OAuth integrations
Wouldn’t it be nice if other websites or apps could add a “Sign in with Modrinth” feature? We asked ourselves this and thought, yes, it would be nice to add. So we added it.
The OAuth2 protocol allows other services to gain a limited amount of access to your Modrinth account without compromising your login information. Maybe you want to create your own analytics dashboard? Or maybe you want to make your own way to add content to collections? How about connecting organization permissions to roles in a Discord server? The possibilities are endless.
You can create a new OAuth application in the Applications section of your settings. You can see which applications you’ve granted access to in the Authorizations section.
Conclusion
Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both Mastodon and X/Twitter. You can also chat with us on Discord if you like that.
`;
diff --git a/packages/blog/compiled/creator_updates_july_2025.content.ts b/packages/blog/compiled/creator_updates_july_2025.content.ts
index dc3f1dec..23815194 100644
--- a/packages/blog/compiled/creator_updates_july_2025.content.ts
+++ b/packages/blog/compiled/creator_updates_july_2025.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Hey all,
The last few months have been quite hectic for Modrinth. We've experienced all-time highs in both traffic and new creators and have outgrown a lot of our existing systems, which has led to a lot of issues plaguing creators, especially.
The team has been super hard at work at this, and I'm really glad to announce that we've fixed most of these issues long term.
Upload issues (inputs not showing up, instability, etc)
We've tracked these issues down to conflicting code between our ad provider and Modrinth's. For now, we've disabled ads for all logged in users across the site while we work on resolving these long term. Both web users and logged-in web users make a very small percentage of our ad revenue (7% for web and 0.05% for logged-in web users) so creators should see a very minimal revenue drop from this, and have a much better experience navigating and uploading to the site.
Moderation and report response times
Creators have had to wait, in some cases, weeks to get their projects reviewed. This is unacceptable on our part and we are actively overhauling our moderation tooling to improve the moderation experience (and lowering time spent per project). We've also hired 3 additional moderators/support staff (bringing our total to 7 and the total team to 17 people!). We're hoping to see a significant reduction in queue times over the coming weeks.
Ad revenue instability
While ad revenue is generally out of our control and tends to fluctuate a lot, on June 4th we noticed a sharp decrease in creator revenue (~35% less than normal levels). While our ad provider initially thought this was a display issue, after further inquiry there were 2 causes: 1) Google AdExchange falsely flagging our traffic as invalid 2) Amazon banning many gaming publishers from their network due to panic in the gaming ads space. While the Amazon ban is now resolved, we no longer are running Google AdExchange in the desktop app due to invalid traffic issues. This will lead to a permanent revenue decrease (AdX contributed to ~20% of our ad revenue). We also updated our prebid version (the underlying tech used to run ad auctions) which has shown a measurable increase, bringing revenue back to "normal" levels. Overall, we are closely monitoring and will keep you all posted. However, despite all the issues, due to some end-of-quarter campaigns, revenue in June was an all time high, at $227k ($170k paid to creators)!
Payout outages
Creators should be able to withdraw their revenue at all times, but due to slow PayPal clearing times and poor planning by us, we've had multiple week long outages in withdrawals. While we do store funds 1:1, these "outages" happen because we primarily store creator funds in an FDIC-insured bank account, as we wouldn't want a PayPal/Tremendous account suspension to cause creators to lose funds. We've now set up internal reporting which should never cause this to happen again (or, if it does, drastically reduce the time payout outages happen)
Platform Revenue Route
Due to some unannounced breaking changes in Aditude's API, the platform revenue API was broken. It is now working. You can also use start and end fields to filter any date range!
API and Uptime
We've migrated our infrastructure for the website, app, and servers to OVH over our existing non-redundant AWS system. We've hit 99.96% uptime on our API and 99.98% on Modrinth Servers!
Thank you all for your patience! If you are having any more issues or have any questions about all of this, feel free to DM @geometrically on Discord or start a support chat and we will be happy to help!
`;
+export const html = `
Hey all,
The last few months have been quite hectic for Modrinth. We've experienced all-time highs in both traffic and new creators and have outgrown a lot of our existing systems, which has led to a lot of issues plaguing creators, especially.
The team has been super hard at work at this, and I'm really glad to announce that we've fixed most of these issues long term.
Upload issues (inputs not showing up, instability, etc)
We've tracked these issues down to conflicting code between our ad provider and Modrinth's. For now, we've disabled ads for all logged in users across the site while we work on resolving these long term. Both web users and logged-in web users make a very small percentage of our ad revenue (7% for web and 0.05% for logged-in web users) so creators should see a very minimal revenue drop from this, and have a much better experience navigating and uploading to the site.
Moderation and report response times
Creators have had to wait, in some cases, weeks to get their projects reviewed. This is unacceptable on our part and we are actively overhauling our moderation tooling to improve the moderation experience (and lowering time spent per project). We've also hired 3 additional moderators/support staff (bringing our total to 7 and the total team to 17 people!). We're hoping to see a significant reduction in queue times over the coming weeks.
Ad revenue instability
While ad revenue is generally out of our control and tends to fluctuate a lot, on June 4th we noticed a sharp decrease in creator revenue (~35% less than normal levels). While our ad provider initially thought this was a display issue, after further inquiry there were 2 causes: 1) Google AdExchange falsely flagging our traffic as invalid 2) Amazon banning many gaming publishers from their network due to panic in the gaming ads space. While the Amazon ban is now resolved, we no longer are running Google AdExchange in the desktop app due to invalid traffic issues. This will lead to a permanent revenue decrease (AdX contributed to ~20% of our ad revenue). We also updated our prebid version (the underlying tech used to run ad auctions) which has shown a measurable increase, bringing revenue back to "normal" levels. Overall, we are closely monitoring and will keep you all posted. However, despite all the issues, due to some end-of-quarter campaigns, revenue in June was an all time high, at $227k ($170k paid to creators)!
Payout outages
Creators should be able to withdraw their revenue at all times, but due to slow PayPal clearing times and poor planning by us, we've had multiple week long outages in withdrawals. While we do store funds 1:1, these "outages" happen because we primarily store creator funds in an FDIC-insured bank account, as we wouldn't want a PayPal/Tremendous account suspension to cause creators to lose funds. We've now set up internal reporting which should never cause this to happen again (or, if it does, drastically reduce the time payout outages happen)
Platform Revenue Route
Due to some unannounced breaking changes in Aditude's API, the platform revenue API was broken. It is now working. You can also use start and end fields to filter any date range!
API and Uptime
We've migrated our infrastructure for the website, app, and servers to OVH over our existing non-redundant AWS system. We've hit 99.96% uptime on our API and 99.98% on Modrinth Servers!
Thank you all for your patience! If you are having any more issues or have any questions about all of this, feel free to DM @geometrically on Discord or start a support chat and we will be happy to help!
`;
diff --git a/packages/blog/compiled/design_refresh.content.ts b/packages/blog/compiled/design_refresh.content.ts
index 93361712..155d262c 100644
--- a/packages/blog/compiled/design_refresh.content.ts
+++ b/packages/blog/compiled/design_refresh.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
We’ve got a big launch with tons of new stuff today and some important updates about Modrinth. Read on, because we have a lot to cover!
Modrinth+
First off, we’re launching Modrinth+, a monthly subscription to help support Modrinth and all of the creators on it directly!
As a Modrinth+ subscriber, you will get:
Ad-free browsing on the Modrinth App and website
An exclusive badge on your profile
Half of your subscription will go to creators on the site!
…and more coming soon!
Pricing starts at $5/month, with discounts depending on what region you live in and if you opt for an annual plan.
We created Modrinth+ so people could help support Modrinth and creators on the site. We have no plans to paywall any content on Modrinth, and creator features will never cost money. We started Modrinth as a free and open-source platform, and we intend to keep it that way.
If you do have a few extra dollars a month and want to help support Modrinth, this is a great way to do it!
New Site Design: Stage One
We’re launching Stage One of Modrinth’s refreshed look to Modrinth.com today as well. I want to stress that it’s not fully complete and we’re going to be continuing to refine and finish updating the rest of the pages over the coming weeks. However, it has enough significant usability improvements and new features that we’re launching it broadly now. Please bear with us while we work to complete it promptly!
Key new features include:
New download interface to ensure users get the correct version for the Minecraft version and mod loader they’re using
New versions list page built from the ground up with a clean new look and tons of shortcuts to make navigation easier
New “compatibility” widget on project pages to see what game versions, platforms, and environments each mod supports at a glance
Exclusion filters in search pages
Improved support for vertical desktop displays
We know there will be some minor hiccups and disruptions of workflows, but we’d really appreciate it if you could gently let us know how a particular change has affected you on GitHub here (or upvote/comment on an existing issue) rather than declaring it’s the end of the world.
New Advertising
In the last few months, Modrinth has grown an incredible amount. We are now serving over a petabyte of data per month (that is, 1,000 terabytes!) to over 20 million unique IP addresses. It’s almost unfathomable how large we have become since we started from nothing just four years ago.
However, with growth like this, our costs have also grown drastically—primarily in bandwidth. This, unfortunately, means that we’ve grown well beyond what a single advertiser could support.
Our original plan was to build out our own ad network (Adrinth) where we could cut out the middleman and provide highly targeted ads without the need for tracking to our gaming-specific audience. Unfortunately, we’ve grown too quickly (a very good problem to have!) and don’t have the immediate resources to do this at this time.
This leaves us with no choice but to switch to a more traditional programmatic ads setup powered by Aditude for the time being. We're not making this decision lightly, and we understand that some folks will not be happy about this change. Rest assured, we've made sure that our new ad network partner meets our requirements, such as compliance with all local regulations such as GDPR and CCPA, and that the new ads remain as unobstructive as possible with this format.
These changes bring Modrinth back to sustainability as well as conservatively increasing creator revenue by three-fold! Along with paying hosting bills, the new income will also be used for more support staff and paid team members, decreasing ticket time and speeding up our development.
We also want to thank our friends over at BisectHosting for supporting us with our ad deal for the past year.
Modrinth App 0.8.1
Over the last few months, we’ve been overhauling the internals of the Modrinth App to drastically improve performance and stability. Over one hundred issues have been closed with this update alone! Here’s a short list of the major changes:
Newer versions of Forge and NeoForge now work!
Migrated internal launcher data to use SQLite. The app now loads in <40ms on average (compared to ~2.5s before)!
Fixed issues where profiles could disappear in the UI
Fixed random cases of the UI freezing up during actions
Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both Mastodon and X/Twitter. You can also chat with us on Discord if you like that.
We’ve got a big launch with tons of new stuff today and some important updates about Modrinth. Read on, because we have a lot to cover!
Modrinth+
First off, we’re launching Modrinth+, a monthly subscription to help support Modrinth and all of the creators on it directly!
As a Modrinth+ subscriber, you will get:
Ad-free browsing on the Modrinth App and website
An exclusive badge on your profile
Half of your subscription will go to creators on the site!
…and more coming soon!
Pricing starts at $5/month, with discounts depending on what region you live in and if you opt for an annual plan.
We created Modrinth+ so people could help support Modrinth and creators on the site. We have no plans to paywall any content on Modrinth, and creator features will never cost money. We started Modrinth as a free and open-source platform, and we intend to keep it that way.
If you do have a few extra dollars a month and want to help support Modrinth, this is a great way to do it!
New Site Design: Stage One
We’re launching Stage One of Modrinth’s refreshed look to Modrinth.com today as well. I want to stress that it’s not fully complete and we’re going to be continuing to refine and finish updating the rest of the pages over the coming weeks. However, it has enough significant usability improvements and new features that we’re launching it broadly now. Please bear with us while we work to complete it promptly!
Key new features include:
New download interface to ensure users get the correct version for the Minecraft version and mod loader they’re using
New versions list page built from the ground up with a clean new look and tons of shortcuts to make navigation easier
New “compatibility” widget on project pages to see what game versions, platforms, and environments each mod supports at a glance
Exclusion filters in search pages
Improved support for vertical desktop displays
We know there will be some minor hiccups and disruptions of workflows, but we’d really appreciate it if you could gently let us know how a particular change has affected you on GitHub here (or upvote/comment on an existing issue) rather than declaring it’s the end of the world.
New Advertising
In the last few months, Modrinth has grown an incredible amount. We are now serving over a petabyte of data per month (that is, 1,000 terabytes!) to over 20 million unique IP addresses. It’s almost unfathomable how large we have become since we started from nothing just four years ago.
However, with growth like this, our costs have also grown drastically—primarily in bandwidth. This, unfortunately, means that we’ve grown well beyond what a single advertiser could support.
Our original plan was to build out our own ad network (Adrinth) where we could cut out the middleman and provide highly targeted ads without the need for tracking to our gaming-specific audience. Unfortunately, we’ve grown too quickly (a very good problem to have!) and don’t have the immediate resources to do this at this time.
This leaves us with no choice but to switch to a more traditional programmatic ads setup powered by Aditude for the time being. We're not making this decision lightly, and we understand that some folks will not be happy about this change. Rest assured, we've made sure that our new ad network partner meets our requirements, such as compliance with all local regulations such as GDPR and CCPA, and that the new ads remain as unobstructive as possible with this format.
These changes bring Modrinth back to sustainability as well as conservatively increasing creator revenue by three-fold! Along with paying hosting bills, the new income will also be used for more support staff and paid team members, decreasing ticket time and speeding up our development.
We also want to thank our friends over at BisectHosting for supporting us with our ad deal for the past year.
Modrinth App 0.8.1
Over the last few months, we’ve been overhauling the internals of the Modrinth App to drastically improve performance and stability. Over one hundred issues have been closed with this update alone! Here’s a short list of the major changes:
Newer versions of Forge and NeoForge now work!
Migrated internal launcher data to use SQLite. The app now loads in <40ms on average (compared to ~2.5s before)!
Fixed issues where profiles could disappear in the UI
Fixed random cases of the UI freezing up during actions
Want to hear more from us on a regular basis? Check us out on our social media pages; we post often on both Mastodon and X/Twitter. You can also chat with us on Discord if you like that.
`;
diff --git a/packages/blog/compiled/download_adjustment.content.ts b/packages/blog/compiled/download_adjustment.content.ts
index d57c04f2..caf034b2 100644
--- a/packages/blog/compiled/download_adjustment.content.ts
+++ b/packages/blog/compiled/download_adjustment.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
While working on the upcoming analytics update for Modrinth, our team found an issue leading to higher download counts from specific countries. This was caused by an oversight with regards to rate limiting, or in other words, certain files being downloaded over and over again. Importantly, this did not affect creator payouts; only our analytics. Approximately 15.4% of Modrinth downloads were found to be over-counted. These duplicates have been identified and are being removed from project download counts and analytics. Read on to learn about the cause of this error and how we fixed it.
A graph of many Modrinth projects and their download counts, showing a disproportionate amount of downloads from China.
More specifically, the issue we encountered is that the download counts from China were through the roof compared to the page view statistics.
Upon further investigation, there was one specific launcher that was repeatedly downloading the same files from Modrinth over and over again within a very short time span.
Notice how the downloads in each section (delineated by the bold line) have the same path and were created within the same second.
This, to say the least, baffled us. We already had code called Sisyphus in place to limit the number of downloads that a single source can make over a given span of time. So what gives?
As it turns out, the issue lay in the underlying technology used by Sisyphus. It uses Cloudflare Workers in order to intercept the request each time that a file is requested to be downloaded. Essentially, it acted like so:
A source (whether this be a launcher, someone clicking the download button on the website, etc.) would request a file from Modrinth.
Sisyphus would take note of this source’s information, including what it requested, its IP address, and its request headers, and write it to a small database. If this source had not requested this path before, it would add one download to this file. If it had already requested it, it would not.
Sisyphus would then give the file that the source requested. It gives the file regardless of whether the download counted or not.
For the most part, this system works fairly well. The main issue comes in step 2: it takes a little while for different Sisyphus instances to sync up with each other. One of the benefits of Cloudflare Workers is that the code is deployed to hundreds of different servers around the world. When multiple requests come in at the same time, they can get routed to different servers in order to allow each request to be handled faster. Cloudflare Workers, however, takes up to 60 seconds for each server’s information to sync up with each other. A server in Australia might know that a given source has already downloaded something, but a server in Turkey might not. As a result, multiple downloads from the same source might all get counted if they are handled by different servers.
In order to fix this, we entirely rewrote Sisyphus. It still uses Cloudflare Workers, but all of the processing of step 2 has been offloaded to the main Modrinth backend. This not only speeds up downloads (even if only briefly), but also makes download counts more reliable. Over the past few days, we've already implemented the necessary adjustments. Our observations have shown that the results are significantly more consistent in their accuracy. Instead of having strange spikes in activity, the graph of new downloads now follows the expected pattern.
Notice the spikes on the left? Compare that to the silky-smooth sinusoidal satisfaction on the right!
To reiterate, the issue is now resolved and payouts were not affected. Payouts do not take into account downloads from launchers other than the Modrinth App; therefore, this adjustment has no bearing on payouts.
P.S. Are you curious about why our download counter is called Sisyphus? In Greek mythology, Sisyphus rolls a boulder up a hill for the rest of eternity. Like Sisyphus, our download counter has no point other than to keep increasing for as long as Modrinth exists.
`;
+export const html = `
While working on the upcoming analytics update for Modrinth, our team found an issue leading to higher download counts from specific countries. This was caused by an oversight with regards to rate limiting, or in other words, certain files being downloaded over and over again. Importantly, this did not affect creator payouts; only our analytics. Approximately 15.4% of Modrinth downloads were found to be over-counted. These duplicates have been identified and are being removed from project download counts and analytics. Read on to learn about the cause of this error and how we fixed it.
A graph of many Modrinth projects and their download counts, showing a disproportionate amount of downloads from China.
More specifically, the issue we encountered is that the download counts from China were through the roof compared to the page view statistics.
Upon further investigation, there was one specific launcher that was repeatedly downloading the same files from Modrinth over and over again within a very short time span.
Notice how the downloads in each section (delineated by the bold line) have the same path and were created within the same second.
This, to say the least, baffled us. We already had code called Sisyphus in place to limit the number of downloads that a single source can make over a given span of time. So what gives?
As it turns out, the issue lay in the underlying technology used by Sisyphus. It uses Cloudflare Workers in order to intercept the request each time that a file is requested to be downloaded. Essentially, it acted like so:
A source (whether this be a launcher, someone clicking the download button on the website, etc.) would request a file from Modrinth.
Sisyphus would take note of this source’s information, including what it requested, its IP address, and its request headers, and write it to a small database. If this source had not requested this path before, it would add one download to this file. If it had already requested it, it would not.
Sisyphus would then give the file that the source requested. It gives the file regardless of whether the download counted or not.
For the most part, this system works fairly well. The main issue comes in step 2: it takes a little while for different Sisyphus instances to sync up with each other. One of the benefits of Cloudflare Workers is that the code is deployed to hundreds of different servers around the world. When multiple requests come in at the same time, they can get routed to different servers in order to allow each request to be handled faster. Cloudflare Workers, however, takes up to 60 seconds for each server’s information to sync up with each other. A server in Australia might know that a given source has already downloaded something, but a server in Turkey might not. As a result, multiple downloads from the same source might all get counted if they are handled by different servers.
In order to fix this, we entirely rewrote Sisyphus. It still uses Cloudflare Workers, but all of the processing of step 2 has been offloaded to the main Modrinth backend. This not only speeds up downloads (even if only briefly), but also makes download counts more reliable. Over the past few days, we've already implemented the necessary adjustments. Our observations have shown that the results are significantly more consistent in their accuracy. Instead of having strange spikes in activity, the graph of new downloads now follows the expected pattern.
Notice the spikes on the left? Compare that to the silky-smooth sinusoidal satisfaction on the right!
To reiterate, the issue is now resolved and payouts were not affected. Payouts do not take into account downloads from launchers other than the Modrinth App; therefore, this adjustment has no bearing on payouts.
P.S. Are you curious about why our download counter is called Sisyphus? In Greek mythology, Sisyphus rolls a boulder up a hill for the rest of eternity. Like Sisyphus, our download counter has no point other than to keep increasing for as long as Modrinth exists.
`;
diff --git a/packages/blog/compiled/knossos_v2_1_0.content.ts b/packages/blog/compiled/knossos_v2_1_0.content.ts
index 385d0f64..c65711b9 100644
--- a/packages/blog/compiled/knossos_v2_1_0.content.ts
+++ b/packages/blog/compiled/knossos_v2_1_0.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
It's officially been a bit over a week since Modrinth launched out of beta. We have continued to make improvements to the user experience on the website.
New features
We've added a number of new features to improve your experience.
Click to expand gallery images
In the gallery page of a project, you can now click on the images to expand the image and view it more closely. You can also use the left arrow, right arrow, and Escape keyboard keys to aid navigation.
Filters for the 'Changelog' and 'Versions' pages
Versions on the Changelog and Versions page can now be filtered by mod loader and Minecraft version.
More easily access the list of projects you follow
The link to the list of your followed projects is now listed in your profile dropdown.
Fixes and Changes
While new features are great, we've also been working on a bunch of bugfixes. Below is a list of some of the notable fixes, but it is not a comprehensive list.
Improved the layout of the search page's search bar and options card to more dynamically adjust to screen size
Changed the tab indicator to be rounded
Changed the download icon to be more recognizable
Changed the profile dropdown caret to use an SVG instead of a text symbol for better font support
Changed the styling on text fields to be more consistent with the design language of the site
Changed the styling on disabled buttons to use an outline to reduce confusion
Changed the styling on links to be more consistent and obvious
Changed the wording of the options that move the sidebars to the right
Changed the green syntax highlighting in code blocks to match the brand color
Fixed the styling on various buttons and links that were missing hover or active states
Fixed the inconsistent rounding of the information card on the home page
[GH-370] Fixed download buttons in the changelog page
[GH-384] Fixed selecting too many Minecraft versions in the search page covering the license dropdown
[GH-390] Fixed the hover state of checkboxes not updating when clicking on the label
[GH-393] Fixed the padding of the donation link area when creating or editing a project
[GH-394] Fixed the rounding radius of dropdowns when opening upwards
Minotaur fixes
Minotaur, our Gradle plugin, has also received a few fixes. This isn't going to be relevant to most people, but is relevant to some developers using this tool to deploy their mods.
Debug mode (enabled through debugMode = true) allows previewing the data to be uploaded before uploading
Fix edge case with ForgeGradle due to broken publishing metadata
Fix game version detection on Fabric Loom 0.11
Fix doLast and related methods not being usable because the task was registered in afterEvaluate
These fixes should have been automatically pulled in, assuming you're using Minotaur 2.+. If not, you should be upgrading to 2.0.2.
Need a guide to migrate from Minotaur v1 to v2? Check the migration guide on the redesign post.
`;
+export const html = `
It's officially been a bit over a week since Modrinth launched out of beta. We have continued to make improvements to the user experience on the website.
New features
We've added a number of new features to improve your experience.
Click to expand gallery images
In the gallery page of a project, you can now click on the images to expand the image and view it more closely. You can also use the left arrow, right arrow, and Escape keyboard keys to aid navigation.
Filters for the 'Changelog' and 'Versions' pages
Versions on the Changelog and Versions page can now be filtered by mod loader and Minecraft version.
More easily access the list of projects you follow
The link to the list of your followed projects is now listed in your profile dropdown.
Fixes and Changes
While new features are great, we've also been working on a bunch of bugfixes. Below is a list of some of the notable fixes, but it is not a comprehensive list.
Improved the layout of the search page's search bar and options card to more dynamically adjust to screen size
Changed the tab indicator to be rounded
Changed the download icon to be more recognizable
Changed the profile dropdown caret to use an SVG instead of a text symbol for better font support
Changed the styling on text fields to be more consistent with the design language of the site
Changed the styling on disabled buttons to use an outline to reduce confusion
Changed the styling on links to be more consistent and obvious
Changed the wording of the options that move the sidebars to the right
Changed the green syntax highlighting in code blocks to match the brand color
Fixed the styling on various buttons and links that were missing hover or active states
Fixed the inconsistent rounding of the information card on the home page
[GH-370] Fixed download buttons in the changelog page
[GH-384] Fixed selecting too many Minecraft versions in the search page covering the license dropdown
[GH-390] Fixed the hover state of checkboxes not updating when clicking on the label
[GH-393] Fixed the padding of the donation link area when creating or editing a project
[GH-394] Fixed the rounding radius of dropdowns when opening upwards
Minotaur fixes
Minotaur, our Gradle plugin, has also received a few fixes. This isn't going to be relevant to most people, but is relevant to some developers using this tool to deploy their mods.
Debug mode (enabled through debugMode = true) allows previewing the data to be uploaded before uploading
Fix edge case with ForgeGradle due to broken publishing metadata
Fix game version detection on Fabric Loom 0.11
Fix doLast and related methods not being usable because the task was registered in afterEvaluate
These fixes should have been automatically pulled in, assuming you're using Minotaur 2.+. If not, you should be upgrading to 2.0.2.
Need a guide to migrate from Minotaur v1 to v2? Check the migration guide on the redesign post.
`;
diff --git a/packages/blog/compiled/licensing_guide.content.ts b/packages/blog/compiled/licensing_guide.content.ts
index 95096b32..272bd96e 100644
--- a/packages/blog/compiled/licensing_guide.content.ts
+++ b/packages/blog/compiled/licensing_guide.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Why do you need to license your software? What are those licenses for anyway? These questions are more important than you think
What is a software license?
To summarise the Wikipedia article on the matter, it's essentially a legal contract between you (the mod developer) and anyone who uses, copies, modifies, etc the mod or any code having to do with it. License has the power to allow people to do whatever they want, or only permit the usage of the mod in-game. However, the majority of cases lie in-between these opposites.
So which software license should I choose?
First and foremost, the choice of the software license is not entirely up to you, because you have to have the legal ability to do so. For instance, not all licenses are compatible with Minecraft's EULA (End-User License Agreement). Besides, if you are not the only one working on the project, you must get permission from all other contributors to your code before changing or adding a license. Please, ensure you have done so before implementing a license.
Before we can decide which one to use, however, we must establish some additional definitions. Open software licenses can be split into three main categories: public domain, permissive, and copyleft.
Permissive license
A permissive license is a type of license that usually gives the abilities to use, copy, modify, distribute, sell, and relicense a piece of software.
The most popular license on Modrinth, the MIT License, is a permissive license. It is an easy-to-read license designed to be used for developers, which is why it is used extensively in the Minecraft open source community.
The Apache License 2.0 is also a very good permissive license to use. The main difference between it and the MIT License is that the Apache License gives an explicit patent grant, whereas patents must be registered manually with the MIT. There is also an additional clause with the Apache License, stating that any modified files must "carry prominent notices" of it being modified.
Copyleft license
A copyleft license gives to the other party specific rights usually only given to the copyright owner, under the condition that those same rights are applied to all variations of that software. These are also sometimes called "viral" or "infectious" licenses, because of the requirement to pass those rights on to derivatives.
Typically, when a copyleft license is wanted, the GPL-3.0 or AGPL-3.0 would be used. However, these licenses are incompatible if linking into Minecraft, due to an issue with the difference between proprietary and free software outlined by these licenses (more information here). An exception can be added to allow linking, such as that found here, but it is recommended to just use the LGPL-3.0 instead if possible.
Public domain dedication
A public domain dedication gives all rights to everyone who gets a copy of the software. This includes but is not limited to the ability to use, copy, modify, distribute, sell, or relicense that software. Software with a public domain dedication has no copyright holder.
The third most common license used on Modrinth is the Creative Commons Zero 1.0 Universal, which is a public domain dedication with a strong international legal basis, while still retaining trademark and patent rights.
Creative Commons licenses as a whole are not recommended for software, but rather for other creative works: use this license with caution. If you wish to have the simplest public domain dedication possible, the Unlicense is also an option.
What if I don't want to choose a license?
Without a license software is considered proprietary and all rights reserved. This means that people may only use it in the ways the copyright owner specifies, which, in the Minecraft world (no pun intended), typically just means downloading and using it; no modifications, unauthorized distributions: basically nothing.
This is why picking a proper software license is so important. It tells everyone what they can and cannot do with your software, making the difference between software anyone can contribute to and change however they want, and software that only you have the code behind.
That being said, All Rights Reserved and not using a license are options, if you don't want to choose a public domain, permissive, or copyleft license. This can be useful in some cases, but as with any license, be aware of the effects: contributions will be difficult or impossible, and users may be inclined not to use your software. Also, in case of Minecraft, all mods, including the All Rights Reserved mods, are affected by Minecraft's EULA, which states:
Any Mods you create for the Game from scratch belong to you (including pre-run Mods and in-memory Mods) and you can do whatever you want with them, as long as you don't sell them for money / try to make money from them and so long as you don't distribute Modded Versions of the Game.
What this means is you are not allowed to sell your mods even if you reserve all rights to them. There are plenty more examples of such details in licenses and other legal agreements in the modding world. All in all, be aware that you cannot decide all of your and other's rights with your license.
Conclusion
To conclude, the importance of a software license cannot be overstated. You can choose whatever license you want (assuming you have the legal ability, of course), but be aware of the differences and consequences of choosing one over another. The licenses we've specified are what we recommend, as they are common and easy to understand. Hopefully, you will make your decision based on what you want to use and what your goals and purposes are.
A massive thank you goes to Alexander Ryckeboer (Progryck) for the cover image!
Disclaimers
We are not lawyers, and thus, this is not legal advice. No warranty is given regarding this information, and we (Modrinth) disclaim liability for damages resulting in using this information given on an "as-is" basis. For more information on the legal aspect to software licensing, please refer to "The Legal Side of Open Source".
No matter your choice of license, by uploading any Content (including but not limited to text, software, and graphics) to Modrinth, you give us certain rights to your Content, including but not limited to the ability to use, reproduce, or distribute. For more information, please see the Modrinth Terms of Use.
Measurements for "most popular license", "second most common license", and "third most common license", were taken 2021-04-30. Custom licenses were not taken into account.
`;
+export const html = `
Why do you need to license your software? What are those licenses for anyway? These questions are more important than you think
What is a software license?
To summarise the Wikipedia article on the matter, it's essentially a legal contract between you (the mod developer) and anyone who uses, copies, modifies, etc the mod or any code having to do with it. License has the power to allow people to do whatever they want, or only permit the usage of the mod in-game. However, the majority of cases lie in-between these opposites.
So which software license should I choose?
First and foremost, the choice of the software license is not entirely up to you, because you have to have the legal ability to do so. For instance, not all licenses are compatible with Minecraft's EULA (End-User License Agreement). Besides, if you are not the only one working on the project, you must get permission from all other contributors to your code before changing or adding a license. Please, ensure you have done so before implementing a license.
Before we can decide which one to use, however, we must establish some additional definitions. Open software licenses can be split into three main categories: public domain, permissive, and copyleft.
Permissive license
A permissive license is a type of license that usually gives the abilities to use, copy, modify, distribute, sell, and relicense a piece of software.
The most popular license on Modrinth, the MIT License, is a permissive license. It is an easy-to-read license designed to be used for developers, which is why it is used extensively in the Minecraft open source community.
The Apache License 2.0 is also a very good permissive license to use. The main difference between it and the MIT License is that the Apache License gives an explicit patent grant, whereas patents must be registered manually with the MIT. There is also an additional clause with the Apache License, stating that any modified files must "carry prominent notices" of it being modified.
Copyleft license
A copyleft license gives to the other party specific rights usually only given to the copyright owner, under the condition that those same rights are applied to all variations of that software. These are also sometimes called "viral" or "infectious" licenses, because of the requirement to pass those rights on to derivatives.
Typically, when a copyleft license is wanted, the GPL-3.0 or AGPL-3.0 would be used. However, these licenses are incompatible if linking into Minecraft, due to an issue with the difference between proprietary and free software outlined by these licenses (more information here). An exception can be added to allow linking, such as that found here, but it is recommended to just use the LGPL-3.0 instead if possible.
Public domain dedication
A public domain dedication gives all rights to everyone who gets a copy of the software. This includes but is not limited to the ability to use, copy, modify, distribute, sell, or relicense that software. Software with a public domain dedication has no copyright holder.
The third most common license used on Modrinth is the Creative Commons Zero 1.0 Universal, which is a public domain dedication with a strong international legal basis, while still retaining trademark and patent rights.
Creative Commons licenses as a whole are not recommended for software, but rather for other creative works: use this license with caution. If you wish to have the simplest public domain dedication possible, the Unlicense is also an option.
What if I don't want to choose a license?
Without a license software is considered proprietary and all rights reserved. This means that people may only use it in the ways the copyright owner specifies, which, in the Minecraft world (no pun intended), typically just means downloading and using it; no modifications, unauthorized distributions: basically nothing.
This is why picking a proper software license is so important. It tells everyone what they can and cannot do with your software, making the difference between software anyone can contribute to and change however they want, and software that only you have the code behind.
That being said, All Rights Reserved and not using a license are options, if you don't want to choose a public domain, permissive, or copyleft license. This can be useful in some cases, but as with any license, be aware of the effects: contributions will be difficult or impossible, and users may be inclined not to use your software. Also, in case of Minecraft, all mods, including the All Rights Reserved mods, are affected by Minecraft's EULA, which states:
Any Mods you create for the Game from scratch belong to you (including pre-run Mods and in-memory Mods) and you can do whatever you want with them, as long as you don't sell them for money / try to make money from them and so long as you don't distribute Modded Versions of the Game.
What this means is you are not allowed to sell your mods even if you reserve all rights to them. There are plenty more examples of such details in licenses and other legal agreements in the modding world. All in all, be aware that you cannot decide all of your and other's rights with your license.
Conclusion
To conclude, the importance of a software license cannot be overstated. You can choose whatever license you want (assuming you have the legal ability, of course), but be aware of the differences and consequences of choosing one over another. The licenses we've specified are what we recommend, as they are common and easy to understand. Hopefully, you will make your decision based on what you want to use and what your goals and purposes are.
A massive thank you goes to Alexander Ryckeboer (Progryck) for the cover image!
Disclaimers
We are not lawyers, and thus, this is not legal advice. No warranty is given regarding this information, and we (Modrinth) disclaim liability for damages resulting in using this information given on an "as-is" basis. For more information on the legal aspect to software licensing, please refer to "The Legal Side of Open Source".
No matter your choice of license, by uploading any Content (including but not limited to text, software, and graphics) to Modrinth, you give us certain rights to your Content, including but not limited to the ability to use, reproduce, or distribute. For more information, please see the Modrinth Terms of Use.
Measurements for "most popular license", "second most common license", and "third most common license", were taken 2021-04-30. Custom licenses were not taken into account.
`;
diff --git a/packages/blog/compiled/modpacks_alpha.content.ts b/packages/blog/compiled/modpacks_alpha.content.ts
index 6481ca74..dd98c68a 100644
--- a/packages/blog/compiled/modpacks_alpha.content.ts
+++ b/packages/blog/compiled/modpacks_alpha.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
After over a year of development, Modrinth is happy to announce that modpack support is now in alpha testing!
What does alpha mean, exactly? Principally, it means that modpack support is still unstable and that not everything is perfect yet. However, we believe it to be complete enough that it can be released for general use and testing.
From this point forward, Modrinth has shifted development effort from modpacks to creator payouts. This long-anticipated feature means that mod developers, modpack creators, and anyone else who uploads content to Modrinth will be eligible to get the ad revenue generated from their project pages.
Where can I find them?
Right next to mods on the site! URLs to modpacks are the same as mods, just with mod replaced with modpacks, so you can find the search at https://modrinth.com/modpacks.
Over a dozen modpacks have already been created by our early pack adopters, and those are available for download right now!
Wait, so how do I download them?
At this point in time, the only stable way to download modpacks and use them is through ATLauncher. You can also install Modrinth packs if you switch to the development branch of MultiMC. We're hoping to be supported by more launchers in the future, including our own launcher, which is still in development. Our documentation for playing modpacks will always have an up-to-date listing of the most popular ways to play packs.
How do I create packs?
You can either use ATLauncher or packwiz to create modpacks. The Modrinth format is unique for our purposes, which is specifically in order to allow mods from multiple platforms to be in a pack. Our documentation for creating modpacks will always have an up-to-date listing of the most popular ways to create packs.
Can I use CurseForge mods in my modpack?
Yes! The Modrinth format uses a link-based approach, meaning that theoretically, mods from any platform are usable. In practice, we are only allowing links from Modrinth, CurseForge, and GitHub. In the future, we may allow other sites.
What happened to Theseus?
For a while, we've been teasing Theseus, our own launcher. While lots of progress has been made on it, we haven't yet gotten it to a usable state even for alpha testing. Once we think it's usable, we will provide alpha builds -- however, for now, our main focus will be shifting to payouts, with Theseus development ramping up once that is out.
Remember: Modrinth only has a small team, and we have a lot of real-life responsibilities too. If you have experience in Rust or Svelte and would like to help out in developing it, please feel free to shoot a message in the #launcher channel in our Discord.
Conclusion
All in all, this update is quite exciting for everyone involved. Just like with the redesign, this is the culmination of months upon months of work, and modpack support is really a big stepping stone for what's still yet to come.
Remember: alpha means that it's still unstable! We are not expecting this release to go perfectly smoothly, but we still hope to provide the best modding experience possible. As always, the fastest and best way to get support is through our Discord.
Next stop: creator payouts!
`;
+export const html = `
After over a year of development, Modrinth is happy to announce that modpack support is now in alpha testing!
What does alpha mean, exactly? Principally, it means that modpack support is still unstable and that not everything is perfect yet. However, we believe it to be complete enough that it can be released for general use and testing.
From this point forward, Modrinth has shifted development effort from modpacks to creator payouts. This long-anticipated feature means that mod developers, modpack creators, and anyone else who uploads content to Modrinth will be eligible to get the ad revenue generated from their project pages.
Where can I find them?
Right next to mods on the site! URLs to modpacks are the same as mods, just with mod replaced with modpacks, so you can find the search at https://modrinth.com/modpacks.
Over a dozen modpacks have already been created by our early pack adopters, and those are available for download right now!
Wait, so how do I download them?
At this point in time, the only stable way to download modpacks and use them is through ATLauncher. You can also install Modrinth packs if you switch to the development branch of MultiMC. We're hoping to be supported by more launchers in the future, including our own launcher, which is still in development. Our documentation for playing modpacks will always have an up-to-date listing of the most popular ways to play packs.
How do I create packs?
You can either use ATLauncher or packwiz to create modpacks. The Modrinth format is unique for our purposes, which is specifically in order to allow mods from multiple platforms to be in a pack. Our documentation for creating modpacks will always have an up-to-date listing of the most popular ways to create packs.
Can I use CurseForge mods in my modpack?
Yes! The Modrinth format uses a link-based approach, meaning that theoretically, mods from any platform are usable. In practice, we are only allowing links from Modrinth, CurseForge, and GitHub. In the future, we may allow other sites.
What happened to Theseus?
For a while, we've been teasing Theseus, our own launcher. While lots of progress has been made on it, we haven't yet gotten it to a usable state even for alpha testing. Once we think it's usable, we will provide alpha builds -- however, for now, our main focus will be shifting to payouts, with Theseus development ramping up once that is out.
Remember: Modrinth only has a small team, and we have a lot of real-life responsibilities too. If you have experience in Rust or Svelte and would like to help out in developing it, please feel free to shoot a message in the #launcher channel in our Discord.
Conclusion
All in all, this update is quite exciting for everyone involved. Just like with the redesign, this is the culmination of months upon months of work, and modpack support is really a big stepping stone for what's still yet to come.
Remember: alpha means that it's still unstable! We are not expecting this release to go perfectly smoothly, but we still hope to provide the best modding experience possible. As always, the fastest and best way to get support is through our Discord.
Next stop: creator payouts!
`;
diff --git a/packages/blog/compiled/modrinth_app_beta.content.ts b/packages/blog/compiled/modrinth_app_beta.content.ts
index fa62fb99..b4c3a272 100644
--- a/packages/blog/compiled/modrinth_app_beta.content.ts
+++ b/packages/blog/compiled/modrinth_app_beta.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
The past few months have been a bit quiet on our part, but that doesn’t mean we haven’t been working on anything. In fact, this is quite possibly our biggest update yet, bringing the much-anticipated Modrinth App to general availability, alongside several other major features. Let’s get right into it!
Modrinth App Beta
Most of our time has been spent working on Modrinth App. This launcher integrates tightly with the website, bringing you the same bank of mods, modpacks, data packs, shaders, and resource packs already available for download on Modrinth.
Alongside that, there are a wealth of other features for you to find, including:
Full support for vanilla, Forge, Fabric, and Quilt
Full support for Windows, macOS, and Linux
Modrinth modpack importing, either through the website or through a .mrpack file
Modrinth modpack exporting to the .mrpack format to upload to the website or share with friends
Importing of instances from a variety of different launchers, including MultiMC, GDLauncher, ATLauncher, CurseForge, and Prism Launcher
The ability to update, add, and remove individual mods in a modpack
The ability to run different modded instances in parallel
The ability to view and share current and historical logs
An auto-updater to ensure the app is always up-to-date
An interactive tutorial to show you through the core features of the app
Performance through the roof, backed by Rust and Tauri (not Electron!)
Fully open-source under the GNU GPLv3 license
More features will, of course, be coming in the future. This is being considered a beta release. Nonetheless, we’re still very proud of what we’ve already created, and we’re pleased to say that it’s available for download on our website right now at https://modrinth.app. Check it out, play around with it, and have fun!
Authentication, scoped tokens, and security
The second major thing we’re releasing today is a wide range of changes to our authentication system. Security is a top concern at Modrinth, especially following recent events in the modded Minecraft community when several individuals were compromised due to a virus. While Modrinth was not affected directly by this attack, it provided a harrowing reminder of what we’re working with. That’s why we’re pleased to announce three major features today that will strengthen Modrinth’s security significantly: in-house authentication, two-factor authentication, and scoped personal access tokens.
In-house authentication and two-factor authentication
Until today, Modrinth has always used GitHub accounts exclusively for authentication. That changes now. Starting today, you can now connect your Discord, Microsoft, Google, Steam, and/or GitLab accounts to your Modrinth account. You may also forgo all six of those options and elect to use a good ol’ fashioned email and password. No problems with that! (If you’re curious, we store passwords hashed with the Argon2id method, meaning we couldn't read them even if we wanted to.)
`;
+export const html = `
The past few months have been a bit quiet on our part, but that doesn’t mean we haven’t been working on anything. In fact, this is quite possibly our biggest update yet, bringing the much-anticipated Modrinth App to general availability, alongside several other major features. Let’s get right into it!
Modrinth App Beta
Most of our time has been spent working on Modrinth App. This launcher integrates tightly with the website, bringing you the same bank of mods, modpacks, data packs, shaders, and resource packs already available for download on Modrinth.
Alongside that, there are a wealth of other features for you to find, including:
Full support for vanilla, Forge, Fabric, and Quilt
Full support for Windows, macOS, and Linux
Modrinth modpack importing, either through the website or through a .mrpack file
Modrinth modpack exporting to the .mrpack format to upload to the website or share with friends
Importing of instances from a variety of different launchers, including MultiMC, GDLauncher, ATLauncher, CurseForge, and Prism Launcher
The ability to update, add, and remove individual mods in a modpack
The ability to run different modded instances in parallel
The ability to view and share current and historical logs
An auto-updater to ensure the app is always up-to-date
An interactive tutorial to show you through the core features of the app
Performance through the roof, backed by Rust and Tauri (not Electron!)
Fully open-source under the GNU GPLv3 license
More features will, of course, be coming in the future. This is being considered a beta release. Nonetheless, we’re still very proud of what we’ve already created, and we’re pleased to say that it’s available for download on our website right now at https://modrinth.app. Check it out, play around with it, and have fun!
Authentication, scoped tokens, and security
The second major thing we’re releasing today is a wide range of changes to our authentication system. Security is a top concern at Modrinth, especially following recent events in the modded Minecraft community when several individuals were compromised due to a virus. While Modrinth was not affected directly by this attack, it provided a harrowing reminder of what we’re working with. That’s why we’re pleased to announce three major features today that will strengthen Modrinth’s security significantly: in-house authentication, two-factor authentication, and scoped personal access tokens.
In-house authentication and two-factor authentication
Until today, Modrinth has always used GitHub accounts exclusively for authentication. That changes now. Starting today, you can now connect your Discord, Microsoft, Google, Steam, and/or GitLab accounts to your Modrinth account. You may also forgo all six of those options and elect to use a good ol’ fashioned email and password. No problems with that! (If you’re curious, we store passwords hashed with the Argon2id method, meaning we couldn't read them even if we wanted to.)
`;
diff --git a/packages/blog/compiled/modrinth_beta.content.ts b/packages/blog/compiled/modrinth_beta.content.ts
index 5ab631c5..88e1d22c 100644
--- a/packages/blog/compiled/modrinth_beta.content.ts
+++ b/packages/blog/compiled/modrinth_beta.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
After six months of work, Modrinth enters Beta, helping modders host their mods with ease!
Six months ago, in order to fill a void in the modding community, the project that would eventually become Modrinth was founded. Modrinth was created to bring change to an otherwise stagnant landscape of hosts. Today, Modrinth enters Beta, a huge step forward for Modrinth!
Modrinth's brand new design, rolling out with the launch of Beta
What's new?
If you've checked out Modrinth in the past, here's the main things you'll notice that have changed:
All new clean and modern design in both light and dark modes
Mods now display download counts correctly
Mod information can now be edited in the author Dashboard
More information can be added to mods
What's next?
Modrinth is still in beta, of course, so there will be bugs. In the coming weeks and months, we will be prioritizing fixing the issues that currently exist and continue refining the design in areas that are rough.
After six months of work, Modrinth enters Beta, helping modders host their mods with ease!
Six months ago, in order to fill a void in the modding community, the project that would eventually become Modrinth was founded. Modrinth was created to bring change to an otherwise stagnant landscape of hosts. Today, Modrinth enters Beta, a huge step forward for Modrinth!
Modrinth's brand new design, rolling out with the launch of Beta
What's new?
If you've checked out Modrinth in the past, here's the main things you'll notice that have changed:
All new clean and modern design in both light and dark modes
Mods now display download counts correctly
Mod information can now be edited in the author Dashboard
More information can be added to mods
What's next?
Modrinth is still in beta, of course, so there will be bugs. In the coming weeks and months, we will be prioritizing fixing the issues that currently exist and continue refining the design in areas that are rough.
`;
diff --git a/packages/blog/compiled/modrinth_servers_beta.content.ts b/packages/blog/compiled/modrinth_servers_beta.content.ts
index d9f420b9..3ae3bb6f 100644
--- a/packages/blog/compiled/modrinth_servers_beta.content.ts
+++ b/packages/blog/compiled/modrinth_servers_beta.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
It's been almost four years since we publicly launched Modrinth Beta. Today, we're thrilled to unveil a new beta release of a product we've been eagerly developing: Modrinth Servers.
Modrinth Servers aims to provide the most seamless experience for running and playing on modded servers. To make this possible, we have partnered with our friends at the server hosting provider Pyro. Together, we've developed fully custom software that gives us a unique advantage in scaling, offering new features and integrations that other hosts couldn't dream of.
For this beta launch, all servers are US-only. Please be aware of this if you are looking to purchase a server, as it may not be optimal for users outside of North America.
What makes Modrinth Servers unique?
We understand that entering the server hosting industry might come as a surprise given the number of existing providers. Here's what sets Modrinth Servers apart:
The most modern hardware
Your modpack shouldn't have to run slow. All our servers are powered by cutting-edge 2023 Ryzen 7 and Ryzen 9 CPUs with DDR5 memory. From our research, we couldn't find any other Minecraft server host offering such modern hardware at any price point, much less at our affordably low one. This ensures smooth performance even with the most demanding modpacks.
Seamless integration with Modrinth content
Download mods and modpacks directly from Modrinth without any hassle. This deep integration simplifies server setup and management like never before. With just a few clicks, you can have your server up and running with your favorite mods.
Fully custom panel and backend
Unlike most other server hosts that rely on off-the-shelf software like Multicraft or Pterodactyl, Modrinth Servers is fully custom-built from front to back. This enables higher performance and much deeper integration than is otherwise possible. Our intuitive interface makes server management a breeze, even for newcomers.
Dedicated support
Our team is committed to providing exceptional support. Whether you're experiencing technical issues or have questions, we're here to ensure your experience with Modrinth Servers is top-notch.
No tricky fees or up-charges
Modrinth Servers are offered in a very simple Small, Medium, and Large pricing model, and are priced based on the amount of RAM at $3/GB. Custom URLs, port configuration, off-site backups, and plenty of storage is included in every Modrinth Server purchase at no additional cost.
What’s next?
As this is a beta release, there's much more to come for Modrinth Servers:
Global availability: We plan to expand to more worldwide regions and offer the ability to select a region for your server, ensuring optimal performance no matter where you are.
Support more types of content: We'll be adding support for plugin loaders and improving support for data packs, giving you more flexibility and functionality
Social features: A friends system to make sharing invites to servers easier, streamlining sharing custom-built modpacks and servers with your community.
App integration: Full integration with Modrinth App, including the ability to sync an instance with a server or friends, making collaboration seamless.
Collaborative management: Give other Modrinth users access to your server panel so you can manage your server with your team.
Automatic creator commissions: Creators will automatically earn a portion of server proceeds when content is installed on a Modrinth Server.
And so much more... stay tuned!
We can't wait for you to try out Modrinth Servers and share your feedback. This is just the beginning, and we're excited to continue improving and expanding our services to better serve the Minecraft community.
From the teams at Modrinth and Pyro, with <3
`;
+export const html = `
It's been almost four years since we publicly launched Modrinth Beta. Today, we're thrilled to unveil a new beta release of a product we've been eagerly developing: Modrinth Servers.
Modrinth Servers aims to provide the most seamless experience for running and playing on modded servers. To make this possible, we have partnered with our friends at the server hosting provider Pyro. Together, we've developed fully custom software that gives us a unique advantage in scaling, offering new features and integrations that other hosts couldn't dream of.
For this beta launch, all servers are US-only. Please be aware of this if you are looking to purchase a server, as it may not be optimal for users outside of North America.
What makes Modrinth Servers unique?
We understand that entering the server hosting industry might come as a surprise given the number of existing providers. Here's what sets Modrinth Servers apart:
The most modern hardware
Your modpack shouldn't have to run slow. All our servers are powered by cutting-edge 2023 Ryzen 7 and Ryzen 9 CPUs with DDR5 memory. From our research, we couldn't find any other Minecraft server host offering such modern hardware at any price point, much less at our affordably low one. This ensures smooth performance even with the most demanding modpacks.
Seamless integration with Modrinth content
Download mods and modpacks directly from Modrinth without any hassle. This deep integration simplifies server setup and management like never before. With just a few clicks, you can have your server up and running with your favorite mods.
Fully custom panel and backend
Unlike most other server hosts that rely on off-the-shelf software like Multicraft or Pterodactyl, Modrinth Servers is fully custom-built from front to back. This enables higher performance and much deeper integration than is otherwise possible. Our intuitive interface makes server management a breeze, even for newcomers.
Dedicated support
Our team is committed to providing exceptional support. Whether you're experiencing technical issues or have questions, we're here to ensure your experience with Modrinth Servers is top-notch.
No tricky fees or up-charges
Modrinth Servers are offered in a very simple Small, Medium, and Large pricing model, and are priced based on the amount of RAM at $3/GB. Custom URLs, port configuration, off-site backups, and plenty of storage is included in every Modrinth Server purchase at no additional cost.
What’s next?
As this is a beta release, there's much more to come for Modrinth Servers:
Global availability: We plan to expand to more worldwide regions and offer the ability to select a region for your server, ensuring optimal performance no matter where you are.
Support more types of content: We'll be adding support for plugin loaders and improving support for data packs, giving you more flexibility and functionality
Social features: A friends system to make sharing invites to servers easier, streamlining sharing custom-built modpacks and servers with your community.
App integration: Full integration with Modrinth App, including the ability to sync an instance with a server or friends, making collaboration seamless.
Collaborative management: Give other Modrinth users access to your server panel so you can manage your server with your team.
Automatic creator commissions: Creators will automatically earn a portion of server proceeds when content is installed on a Modrinth Server.
And so much more... stay tuned!
We can't wait for you to try out Modrinth Servers and share your feedback. This is just the beginning, and we're excited to continue improving and expanding our services to better serve the Minecraft community.
From the teams at Modrinth and Pyro, with <3
`;
diff --git a/packages/blog/compiled/new_environments.content.ts b/packages/blog/compiled/new_environments.content.ts
index 247df977..c5e6a400 100644
--- a/packages/blog/compiled/new_environments.content.ts
+++ b/packages/blog/compiled/new_environments.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Hey creators!
Over the years, we've taken in lots of feedback regarding how we identify client-side and server-side mods and modpacks on Modrinth. It's a surprisingly nuanced issue, and careful consideration has finally led us to implementing a new system that fixes many of the issues with the old one.
What do I need to do?
If you want to jump right into what you need to do now, just visit your Projects page and look for any of your mod or modpack projects with an orange warning button next to the settings button. This will take you to the new Environments page in your project's settings with a bunch of different options for configuring your project's environment.
If you do not verify your environments, in the future a warning may display on your project to inform users that the environment information may be outdated or incorrect.
Read on to learn more about why we've made this change and for a more thorough explanation of each option, in case you find any of them confusing.
What was wrong with the old system?
Originally, Modrinth's environment metadata came in the form of two fields for Client-side and Server-side compatibility. Each option could be set to 'Required', 'Optional', or 'Unsupported'. This did the job, but it left some ambiguities and led to many confused creators mis-labeling their mods.
Certain combinations of options don't make logical sense, such as both sides being 'Unsupported', or one side being 'Optional' and the other being 'Unsupported'. To some people, they may feel that since installing the mod is optional, that might be a logical choice, when users and automated tools might be expecting it to be labeled as 'Required'
Terms like 'Unsupported' are interpreted differently by different people. If something is 'Unsupported' on the server-side, does that mean it crashes when installed on a server?
Most server-side only mods also work in Singleplayer, even if they don't perform any functions on the client-side directly. Some creators of server-sided mods chose to mark client-side as 'Optional' because of this, even if it did absolutely nothing on the client-side because in order to use it in Singleplayer, you technically install it on the "client"
Not all real-world combinations even could be represented by this old system. There are some mods that only make sense in a singleplayer environment, or some that only make sense on dedicated servers and not in Singleplayer.
Conflicting information is out there on what exactly these terms meant. The website told creators to treat the client and server as the logical client and servers, but some other people's guides and tooling treated them as referring to the physical client and server. This includes the Modrinth Pack (.mrpack) specification, which confusingly uses the same required/optional/unsupported terminology to refer to the physical sides when defining which files should be installed in the client and server distributions.
How does the new system work?
The new system enumerates all expected use-cases into distinct options that can be handled in unique ways by tools like launchers, mod managers, and modpack assemblers.
The new options are as follows:
Client-side only (client_only)
All functionality is performed exclusively on the client side. Should be compatible with vanilla servers.
Example: Mod Menu. It only adds a menu to view the list of mods installed on your client, which doesn't need to be installed on the server.
Server-side only / Works in singleplayer (server_only)
All functionality is performed exclusively on the server side. Should be compatible with vanilla clients if only installed on the server. Also works in Singleplayer.
Example: YUNG's Bridges. It only adds structures which don't need to be present on the client-side.
Server-side only / Dedicated server only (dedicated_server_only)
Only runs on a dedicated server, and not in Singleplayer.
Example: Better Fabric Console. Its functionality does not work in singleplayer, because it modifies the dedicated server console.
Client and server / Required on both (client_and_server)
Must be installed on both the client and server.
Example: Cobblemon. It adds entities, blocks, and items that need to be on both the client and server to work.
Client and server / Optional on client (server_only_client_optional)
Must be on the server, but can be on the client as well for enhanced functionality
Example: Polymer. It functions on the server-side, but if installed on the client it can improve the experience when playing on a server running Polymer.
Client and server / Optional on server (client_only_server_optional)
Must be on the client, but can be on the server as well for enhanced functionality
Example: AppleSkin. It functions on the client-side, but if installed on the server it can provide more accurate saturation information.
Client or server / Works best on both (client_or_server_prefers_both)
Can be installed on just the client or just the server to function, but functionality is enhanced when it is on both.
Example: No Chat Reports. The mod functions on just the client or just the server, but each comes with drawbacks. For the best functionality, you need to install it on both.
Client or server / Works the same on either (client_or_server)
Can be installed on just the client or just the server, and either one would enable full functionality. There would be no reason to install it on both.
Example: Entity View Distance. It lets you perform the same functionality of limiting entity view distance on either the client or the server.
Singleplayer only (singleplayer_only)
Only works in Singleplayer, does not function in a Multiplayer environment.
Example: LAN Server Properties. It modifies a feature that only exists in Singleplayer, the Open to LAN menu.
What's next
This is a great first step towards us fixing many common issues that have been affecting Modrinth users, such as:
Client-side mods being installed to Modrinth Servers, causing crashes
Modpack exporting in Modrinth App and other launchers using the Modrinth API such as Prism Launcher, MultiMC, and ATLauncher not having accurate and reliable metadata to pull from in order to build universal client and server Modrinth Pack files.
However, this is just the first step. Before we can improve the tooling around creating and using modpacks, we need as many Modrinth projects as possible to have accurate metadata.
Currently, the new environment metadata is also only available in the experimental API v3, which is not intended for general use. When we're ready, we plan to integrate this metadata into API v2, so that it can be used in production by third parties. For now, developers using the Modrinth API should not worry about these environment changes, just keep them in mind for the future.
Thank you all for continuing to support Modrinth!
Prospector Founding Software Engineer
`;
+export const html = `
Hey creators!
Over the years, we've taken in lots of feedback regarding how we identify client-side and server-side mods and modpacks on Modrinth. It's a surprisingly nuanced issue, and careful consideration has finally led us to implementing a new system that fixes many of the issues with the old one.
What do I need to do?
If you want to jump right into what you need to do now, just visit your Projects page and look for any of your mod or modpack projects with an orange warning button next to the settings button. This will take you to the new Environments page in your project's settings with a bunch of different options for configuring your project's environment.
If you do not verify your environments, in the future a warning may display on your project to inform users that the environment information may be outdated or incorrect.
Read on to learn more about why we've made this change and for a more thorough explanation of each option, in case you find any of them confusing.
What was wrong with the old system?
Originally, Modrinth's environment metadata came in the form of two fields for Client-side and Server-side compatibility. Each option could be set to 'Required', 'Optional', or 'Unsupported'. This did the job, but it left some ambiguities and led to many confused creators mis-labeling their mods.
Certain combinations of options don't make logical sense, such as both sides being 'Unsupported', or one side being 'Optional' and the other being 'Unsupported'. To some people, they may feel that since installing the mod is optional, that might be a logical choice, when users and automated tools might be expecting it to be labeled as 'Required'
Terms like 'Unsupported' are interpreted differently by different people. If something is 'Unsupported' on the server-side, does that mean it crashes when installed on a server?
Most server-side only mods also work in Singleplayer, even if they don't perform any functions on the client-side directly. Some creators of server-sided mods chose to mark client-side as 'Optional' because of this, even if it did absolutely nothing on the client-side because in order to use it in Singleplayer, you technically install it on the "client"
Not all real-world combinations even could be represented by this old system. There are some mods that only make sense in a singleplayer environment, or some that only make sense on dedicated servers and not in Singleplayer.
Conflicting information is out there on what exactly these terms meant. The website told creators to treat the client and server as the logical client and servers, but some other people's guides and tooling treated them as referring to the physical client and server. This includes the Modrinth Pack (.mrpack) specification, which confusingly uses the same required/optional/unsupported terminology to refer to the physical sides when defining which files should be installed in the client and server distributions.
How does the new system work?
The new system enumerates all expected use-cases into distinct options that can be handled in unique ways by tools like launchers, mod managers, and modpack assemblers.
The new options are as follows:
Client-side only (client_only)
All functionality is performed exclusively on the client side. Should be compatible with vanilla servers.
Example: Mod Menu. It only adds a menu to view the list of mods installed on your client, which doesn't need to be installed on the server.
Server-side only / Works in singleplayer (server_only)
All functionality is performed exclusively on the server side. Should be compatible with vanilla clients if only installed on the server. Also works in Singleplayer.
Example: YUNG's Bridges. It only adds structures which don't need to be present on the client-side.
Server-side only / Dedicated server only (dedicated_server_only)
Only runs on a dedicated server, and not in Singleplayer.
Example: Better Fabric Console. Its functionality does not work in singleplayer, because it modifies the dedicated server console.
Client and server / Required on both (client_and_server)
Must be installed on both the client and server.
Example: Cobblemon. It adds entities, blocks, and items that need to be on both the client and server to work.
Client and server / Optional on client (server_only_client_optional)
Must be on the server, but can be on the client as well for enhanced functionality
Example: Polymer. It functions on the server-side, but if installed on the client it can improve the experience when playing on a server running Polymer.
Client and server / Optional on server (client_only_server_optional)
Must be on the client, but can be on the server as well for enhanced functionality
Example: AppleSkin. It functions on the client-side, but if installed on the server it can provide more accurate saturation information.
Client or server / Works best on both (client_or_server_prefers_both)
Can be installed on just the client or just the server to function, but functionality is enhanced when it is on both.
Example: No Chat Reports. The mod functions on just the client or just the server, but each comes with drawbacks. For the best functionality, you need to install it on both.
Client or server / Works the same on either (client_or_server)
Can be installed on just the client or just the server, and either one would enable full functionality. There would be no reason to install it on both.
Example: Entity View Distance. It lets you perform the same functionality of limiting entity view distance on either the client or the server.
Singleplayer only (singleplayer_only)
Only works in Singleplayer, does not function in a Multiplayer environment.
Example: LAN Server Properties. It modifies a feature that only exists in Singleplayer, the Open to LAN menu.
What's next
This is a great first step towards us fixing many common issues that have been affecting Modrinth users, such as:
Client-side mods being installed to Modrinth Servers, causing crashes
Modpack exporting in Modrinth App and other launchers using the Modrinth API such as Prism Launcher, MultiMC, and ATLauncher not having accurate and reliable metadata to pull from in order to build universal client and server Modrinth Pack files.
However, this is just the first step. Before we can improve the tooling around creating and using modpacks, we need as many Modrinth projects as possible to have accurate metadata.
Currently, the new environment metadata is also only available in the experimental API v3, which is not intended for general use. When we're ready, we plan to integrate this metadata into API v2, so that it can be used in production by third parties. For now, developers using the Modrinth API should not worry about these environment changes, just keep them in mind for the future.
Thank you all for continuing to support Modrinth!
Prospector Founding Software Engineer
`;
diff --git a/packages/blog/compiled/plugins_resource_packs.content.ts b/packages/blog/compiled/plugins_resource_packs.content.ts
index ba24aaac..28395713 100644
--- a/packages/blog/compiled/plugins_resource_packs.content.ts
+++ b/packages/blog/compiled/plugins_resource_packs.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
With the addition of modpacks, creating new project types has become a lot easier. Our first additions to our new system are plugins and resource packs. We'll also be working on adding datapacks, shader packs, and worlds after payouts are released.
Don't worry - this hasn't taken away an awful lot of development time from author payouts. Those are still being worked on!
Plugins
With plugins, we're supporting five loaders and three proxies: Bukkit, Spigot, Paper, Purpur, Sponge, BungeeCord, Waterfall, and Velocity.
Several new categories have specifically been added for plugins, though mod categories can be used for plugins and vice versa.
This is a question we've received quite often since we first announced our intention to host plugins, so let's break it down a bit.
Currently, there are three main platforms on which plugins can be downloaded from: Bukkit, Spigot, and Sponge's Ore. Notice the main issue there? These sites are bound to a specific loader. This isn't inherently bad - however, as forks and new projects spawn, there is a noticeable lack of flexibility in what can be hosted on a given platform. For example, Spigot is unable to host plugins which specifically depend on the exclusive features provided by Paper's API. Paper's solution to this is to build their own platform, but this simply perpetuates the same problem.
The best solution here is to create a separate platform which is unbiased and flexible enough to adapt to a changing ecosystem. Modrinth is the perfect candidate for this - after all, plugins are mods under a different name, and likewise mods are plugins under a different name.
No matter the situation, authors are always allowed to upload their plugins to multiple sites. Build automation is incredibly easy to set up, especially with "set it and forget it" build tools such as Minotaur.
Will paid plugins be supported?
No. Modrinth does not have the infrastructure to support this, and it's not currently planned. Author payouts are still being worked on.
What about mods that have plugin versions and vice versa?
Modrinth is taking a unique approach to this. While the search pages are separate, in reality, the backend is the same. You can select plugin loaders when creating a mod and you can select mod loaders when creating a plugin. The split only exists on the frontend so that projects like Chunky can share a single page across their versions.
Plugins which also have versions for mod loaders will be displayed under the /mod/ URL on the frontend. Plugins without mod loader versions are displayed under /plugin/.
Resource packs
The other thing we've added support for is resource packs!
Previously we hinted at Bedrock resource packs being supported in addition to Java resource packs. We've decided not to add Bedrock resource packs until we also add support for other Bedrock resources for various technical reasons.
Resource packs are capable of adding a wide range of different things, like fonts, sounds, and core shaders. We found that the current category system was inadequate to account for all of these, especially with the three maximum limit. Thus, we've introduced a "secondary category" system, for categories which don't display by default but can still be searched. These secondary categories have a limit of 255 instead of three. Please add as many secondary categories as are relevant!
On search pages, "Features" have been split into their own header. Where categories for resource packs can be accurately described as themes, features instead show what exactly a resource pack adds. Resolutions have also been split into their own header, though selecting a pack resolution is optional.
What about resource packs that require a mod to function?
Resource packs are able to set dependencies on other projects (even those which aren't resource packs), just like how modpacks are able to set dependencies on mods. It's worth noting that OptiFine is not on the platform, and thus you cannot set a dependency on that; however, you can set a dependency on any of the other alternative mods which are available on Modrinth, including Entity Texture Features, OptiGUI, Continuity, CIT Resewn, Animatica, or Custom Entity Models.
Other miscellaneous changes
Version number changes
For a long time, version numbers have had a requirement to be unique within the same project. Alongside this update, we found it necessary to remove this restriction on version numbers. Thus, you'll no longer have to use something like 1.2.3+forge and 1.2.3+fabric if you have a project on multiple loaders - instead, you can just use 1.2.3.
To accommodate this, the frontend now appends the loaders and game versions onto the end of a URL if there are duplicates, and the Modrinth Maven now supports version IDs.
We do not recommend retroactively changing version numbers to remove this additional metadata, though. If you change your version numbers, the following will break:
URLs to specific versions
Buildscripts depending on your project via the Modrinth Maven
Modrinth now supports LiteLoader for mods. It's nothing special, but it should help with some archival efforts.
Misc category deletion
We've also deleted the Misc category as no one is going to want to filter by Misc in search. If you have any other suggestions for categories, feel free to suggest them in our Discord or Tweet at us!
Developer/API changes
The changes in this update are rather minimal when it comes to API-related stuff. Two new fields have been added to the project struct - approved, which is the timestamp of when the project was approved (null if it's not approved or unlisted), and additional_categories, another set of categories which are to be seen as less important than normal categories. You can read the secondary categories section for more info on it. If you wish to implement the headers in your API integration, the category list now has a header field.
As for the search result struct, created now matches the approved date rather than the published project field, and categories now also includes secondary categories. A new field, display_categories, matches only primary categories.
Differences between mod loaders and plugins will need to be hardcoded within your API integration for the time being if you wish to have them shown separately. This will be cleaned up in API v3 alongside a general cleanup of a lot of other small aspects of the API. If you have any suggestions for breaking API v3 changes, feel free to suggest them in our Discord. Development on API v3 is likely to begin before the end of the year.
Conclusion
We're very happy to be announcing this feature, even if it is minor in comparison to some of our other past and future announcements. Don't worry - author payouts are still being worked on, and will most likely be our next major announcement! We saw this as an opportunity to get a feature out with relatively little new code (since we'd already done everything needed alongside modpacks), so we ran with it.
As always, feel free to provide feedback on our Discord, and please report any bugs you come across on our GitHub.
`;
+export const html = `
With the addition of modpacks, creating new project types has become a lot easier. Our first additions to our new system are plugins and resource packs. We'll also be working on adding datapacks, shader packs, and worlds after payouts are released.
Don't worry - this hasn't taken away an awful lot of development time from author payouts. Those are still being worked on!
Plugins
With plugins, we're supporting five loaders and three proxies: Bukkit, Spigot, Paper, Purpur, Sponge, BungeeCord, Waterfall, and Velocity.
Several new categories have specifically been added for plugins, though mod categories can be used for plugins and vice versa.
This is a question we've received quite often since we first announced our intention to host plugins, so let's break it down a bit.
Currently, there are three main platforms on which plugins can be downloaded from: Bukkit, Spigot, and Sponge's Ore. Notice the main issue there? These sites are bound to a specific loader. This isn't inherently bad - however, as forks and new projects spawn, there is a noticeable lack of flexibility in what can be hosted on a given platform. For example, Spigot is unable to host plugins which specifically depend on the exclusive features provided by Paper's API. Paper's solution to this is to build their own platform, but this simply perpetuates the same problem.
The best solution here is to create a separate platform which is unbiased and flexible enough to adapt to a changing ecosystem. Modrinth is the perfect candidate for this - after all, plugins are mods under a different name, and likewise mods are plugins under a different name.
No matter the situation, authors are always allowed to upload their plugins to multiple sites. Build automation is incredibly easy to set up, especially with "set it and forget it" build tools such as Minotaur.
Will paid plugins be supported?
No. Modrinth does not have the infrastructure to support this, and it's not currently planned. Author payouts are still being worked on.
What about mods that have plugin versions and vice versa?
Modrinth is taking a unique approach to this. While the search pages are separate, in reality, the backend is the same. You can select plugin loaders when creating a mod and you can select mod loaders when creating a plugin. The split only exists on the frontend so that projects like Chunky can share a single page across their versions.
Plugins which also have versions for mod loaders will be displayed under the /mod/ URL on the frontend. Plugins without mod loader versions are displayed under /plugin/.
Resource packs
The other thing we've added support for is resource packs!
Previously we hinted at Bedrock resource packs being supported in addition to Java resource packs. We've decided not to add Bedrock resource packs until we also add support for other Bedrock resources for various technical reasons.
Resource packs are capable of adding a wide range of different things, like fonts, sounds, and core shaders. We found that the current category system was inadequate to account for all of these, especially with the three maximum limit. Thus, we've introduced a "secondary category" system, for categories which don't display by default but can still be searched. These secondary categories have a limit of 255 instead of three. Please add as many secondary categories as are relevant!
On search pages, "Features" have been split into their own header. Where categories for resource packs can be accurately described as themes, features instead show what exactly a resource pack adds. Resolutions have also been split into their own header, though selecting a pack resolution is optional.
What about resource packs that require a mod to function?
Resource packs are able to set dependencies on other projects (even those which aren't resource packs), just like how modpacks are able to set dependencies on mods. It's worth noting that OptiFine is not on the platform, and thus you cannot set a dependency on that; however, you can set a dependency on any of the other alternative mods which are available on Modrinth, including Entity Texture Features, OptiGUI, Continuity, CIT Resewn, Animatica, or Custom Entity Models.
Other miscellaneous changes
Version number changes
For a long time, version numbers have had a requirement to be unique within the same project. Alongside this update, we found it necessary to remove this restriction on version numbers. Thus, you'll no longer have to use something like 1.2.3+forge and 1.2.3+fabric if you have a project on multiple loaders - instead, you can just use 1.2.3.
To accommodate this, the frontend now appends the loaders and game versions onto the end of a URL if there are duplicates, and the Modrinth Maven now supports version IDs.
We do not recommend retroactively changing version numbers to remove this additional metadata, though. If you change your version numbers, the following will break:
URLs to specific versions
Buildscripts depending on your project via the Modrinth Maven
Modrinth now supports LiteLoader for mods. It's nothing special, but it should help with some archival efforts.
Misc category deletion
We've also deleted the Misc category as no one is going to want to filter by Misc in search. If you have any other suggestions for categories, feel free to suggest them in our Discord or Tweet at us!
Developer/API changes
The changes in this update are rather minimal when it comes to API-related stuff. Two new fields have been added to the project struct - approved, which is the timestamp of when the project was approved (null if it's not approved or unlisted), and additional_categories, another set of categories which are to be seen as less important than normal categories. You can read the secondary categories section for more info on it. If you wish to implement the headers in your API integration, the category list now has a header field.
As for the search result struct, created now matches the approved date rather than the published project field, and categories now also includes secondary categories. A new field, display_categories, matches only primary categories.
Differences between mod loaders and plugins will need to be hardcoded within your API integration for the time being if you wish to have them shown separately. This will be cleaned up in API v3 alongside a general cleanup of a lot of other small aspects of the API. If you have any suggestions for breaking API v3 changes, feel free to suggest them in our Discord. Development on API v3 is likely to begin before the end of the year.
Conclusion
We're very happy to be announcing this feature, even if it is minor in comparison to some of our other past and future announcements. Don't worry - author payouts are still being worked on, and will most likely be our next major announcement! We saw this as an opportunity to get a feature out with relatively little new code (since we'd already done everything needed alongside modpacks), so we ran with it.
As always, feel free to provide feedback on our Discord, and please report any bugs you come across on our GitHub.
`;
diff --git a/packages/blog/compiled/pride_campaign_2025.content.ts b/packages/blog/compiled/pride_campaign_2025.content.ts
index 8083e840..4c05e07d 100644
--- a/packages/blog/compiled/pride_campaign_2025.content.ts
+++ b/packages/blog/compiled/pride_campaign_2025.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
What an incredible Pride Month! This June, we came together to support The Trevor Project, an essential organization providing crisis support and life-saving resources for LGBTQ+ young people. We are absolutely thrilled to announce that our community raised a stellar $2,395. That's not all, though — during the campaign, some donations were matched by H&M and the Trevor Project's Board of Directors up to six times, meaning the final impact of Modrinth's donations is a whopping $8,464. Our team was also in the top ten for most funds raised this year!
To put your generosity into perspective, a donation this size can fund hundreds of hours on The Trevor Project's 24/7 crisis hotline. It gives young people a lifeline in their hardest moments and supports important educational services for many others.
We couldn't have done it without you. To every person who donated, shared the post, or simply cheered us on from the sidelines — thank you. We are incredibly proud of what we've achieved together as a community.
While Pride Month provides a special opportunity to focus our efforts, the need for these critical resources continues all year long. The challenges faced by LGBTQ+ young people do not end on July 1st, and organizations like The Trevor Project require ongoing support to continue their life-saving work. If you are able, we encourage you to consider making a contribution at any time.
As part of this campaign, we also added the option to donate part of a Modrinth rewards balance to a variety of charities. This means Modrinth creators can directly use the revenue they earned from ads and Modrinth+ to donate to dozens of causes close to their heart. The Trevor Project is one option, alongside other prominent non-profits such as the American Cancer Society, St. Jude's Children's Research Hospital, Doctors Without Borders, and the Southern Poverty Law Center. You can donate your Modrinth balance to these groups and many more by clicking the "Withdraw" button on your revenue dashboard.
Modrinth's June 2025 campaign will be kept for posterity at this link.
What an incredible Pride Month! This June, we came together to support The Trevor Project, an essential organization providing crisis support and life-saving resources for LGBTQ+ young people. We are absolutely thrilled to announce that our community raised a stellar $2,395. That's not all, though — during the campaign, some donations were matched by H&M and the Trevor Project's Board of Directors up to six times, meaning the final impact of Modrinth's donations is a whopping $8,464. Our team was also in the top ten for most funds raised this year!
To put your generosity into perspective, a donation this size can fund hundreds of hours on The Trevor Project's 24/7 crisis hotline. It gives young people a lifeline in their hardest moments and supports important educational services for many others.
We couldn't have done it without you. To every person who donated, shared the post, or simply cheered us on from the sidelines — thank you. We are incredibly proud of what we've achieved together as a community.
While Pride Month provides a special opportunity to focus our efforts, the need for these critical resources continues all year long. The challenges faced by LGBTQ+ young people do not end on July 1st, and organizations like The Trevor Project require ongoing support to continue their life-saving work. If you are able, we encourage you to consider making a contribution at any time.
As part of this campaign, we also added the option to donate part of a Modrinth rewards balance to a variety of charities. This means Modrinth creators can directly use the revenue they earned from ads and Modrinth+ to donate to dozens of causes close to their heart. The Trevor Project is one option, alongside other prominent non-profits such as the American Cancer Society, St. Jude's Children's Research Hospital, Doctors Without Borders, and the Southern Poverty Law Center. You can donate your Modrinth balance to these groups and many more by clicking the "Withdraw" button on your revenue dashboard.
Modrinth's June 2025 campaign will be kept for posterity at this link.
`;
diff --git a/packages/blog/compiled/redesign.content.ts b/packages/blog/compiled/redesign.content.ts
index 027264ed..0e08590a 100644
--- a/packages/blog/compiled/redesign.content.ts
+++ b/packages/blog/compiled/redesign.content.ts
@@ -1,5 +1,5 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
After months of relatively quiet development, Modrinth has released many new features and improvements, including a redesign. While we've been a bit silent recently on the website and blog, our Discord server has activity on the daily. Join us there and follow along with the development channels for the very latest information!
For both those who aren't in the Discord and for those who are, this serves as a status update for what exactly has been going on in our silence. There have been an unparalleled amount of changes, improvements, bug fixes, and new features being worked on since April 2021, and we are incredibly excited to share them with everyone. There are still many things we're still working on, such as modpacks, but we've decided to hold back on that as there is still some fine-tuning that needs to be done on that front.
New and improved design
The frontend has received a considerable facelift. With designs made in part by falseresync (and a sprinkle of bikeshedding), we present to you, the redesign!
As they say, a picture tells somewhere around nine-hundred odd words. As such, this section will be heavily focused on screenshots of the pages rather than long descriptions.
Project pages
A beautiful project page for Iris to match its beautiful shaders
On project pages, much of the focus has been shifted to the extended description rather than the metadata, which has been put over on the side. We've also added an option to switch this from the left side to the right side in your user settings, if you so desire.
Gallery
Pictures... pretty!
Developers can now add a Gallery section on each project page! Each uploaded image or GIF can have a title and description associated with them.
Changelog
A changelog page for showing the difference between updates!
Version changelogs are automatically compiled together into a large changelog list. These are put in reverse chronological order, and are separated for Fabric and Forge versions.
Version creation and dependencies
Version creation has gotten an overhaul!
While dependencies have existed in the backend for a while, their implementation was a bit haphazard and was never widely used due to never being in the frontend. Thus, all previous dependencies have been wiped, and they have been redone better(TM). And hey, now you can add and see dependencies in the frontend!
Profile settings & dashboard
The new settings panel for managing your profile and other visual settings
The dashboard has been reworked and reorganized: the "My mods" section has been merged into the profile page itself, and the "Settings" page has been split into "Profile" and "Security". There are also options for switching the project and search information from the left side of the screen to the right.
The notifications page is also now its own page separate from the dashboard, accessible only from the header. The notifications page also has a highly-requested "Clear all" button.
Backend changes and API v2
There have been a number of breaking changes in this update, and as such, the API number has been bumped. The /api/ prefix has also been removed, as it's redundant when the base API URL is api.modrinth.com. This means the production URL is now api.modrinth.com/v2 instead of api.modrinth.com/api/v1.
The major changes include the universal rename of mod to project, as well as the move of the mod endpoint to search. While version 1 will be supported until January 2024 and won't be removed until July 2024, we still highly recommend that applications migrate as soon as possible. For full migration instructions, see the migration guide on the docs site.
Minotaur
Minotaur is the tool for mod developers to upload their mod directly to Modrinth automated through Gradle. Minotaur received a considerable facelift and is now a lot more user-friendly. Previously, an example buildscript might look like this:
task publishModrinth(type: com.modrinth.minotaur.TaskModrinthUpload) {
+export const html = `
After months of relatively quiet development, Modrinth has released many new features and improvements, including a redesign. While we've been a bit silent recently on the website and blog, our Discord server has activity on the daily. Join us there and follow along with the development channels for the very latest information!
For both those who aren't in the Discord and for those who are, this serves as a status update for what exactly has been going on in our silence. There have been an unparalleled amount of changes, improvements, bug fixes, and new features being worked on since April 2021, and we are incredibly excited to share them with everyone. There are still many things we're still working on, such as modpacks, but we've decided to hold back on that as there is still some fine-tuning that needs to be done on that front.
New and improved design
The frontend has received a considerable facelift. With designs made in part by falseresync (and a sprinkle of bikeshedding), we present to you, the redesign!
As they say, a picture tells somewhere around nine-hundred odd words. As such, this section will be heavily focused on screenshots of the pages rather than long descriptions.
Project pages
A beautiful project page for Iris to match its beautiful shaders
On project pages, much of the focus has been shifted to the extended description rather than the metadata, which has been put over on the side. We've also added an option to switch this from the left side to the right side in your user settings, if you so desire.
Gallery
Pictures... pretty!
Developers can now add a Gallery section on each project page! Each uploaded image or GIF can have a title and description associated with them.
Changelog
A changelog page for showing the difference between updates!
Version changelogs are automatically compiled together into a large changelog list. These are put in reverse chronological order, and are separated for Fabric and Forge versions.
Version creation and dependencies
Version creation has gotten an overhaul!
While dependencies have existed in the backend for a while, their implementation was a bit haphazard and was never widely used due to never being in the frontend. Thus, all previous dependencies have been wiped, and they have been redone better(TM). And hey, now you can add and see dependencies in the frontend!
Profile settings & dashboard
The new settings panel for managing your profile and other visual settings
The dashboard has been reworked and reorganized: the "My mods" section has been merged into the profile page itself, and the "Settings" page has been split into "Profile" and "Security". There are also options for switching the project and search information from the left side of the screen to the right.
The notifications page is also now its own page separate from the dashboard, accessible only from the header. The notifications page also has a highly-requested "Clear all" button.
Backend changes and API v2
There have been a number of breaking changes in this update, and as such, the API number has been bumped. The /api/ prefix has also been removed, as it's redundant when the base API URL is api.modrinth.com. This means the production URL is now api.modrinth.com/v2 instead of api.modrinth.com/api/v1.
The major changes include the universal rename of mod to project, as well as the move of the mod endpoint to search. While version 1 will be supported until January 2024 and won't be removed until July 2024, we still highly recommend that applications migrate as soon as possible. For full migration instructions, see the migration guide on the docs site.
Minotaur
Minotaur is the tool for mod developers to upload their mod directly to Modrinth automated through Gradle. Minotaur received a considerable facelift and is now a lot more user-friendly. Previously, an example buildscript might look like this:
task publishModrinth(type: com.modrinth.minotaur.TaskModrinthUpload) {
onlyIf {
System.getenv().MODRINTH_TOKEN
}
diff --git a/packages/blog/compiled/skins_now_in_modrinth_app.content.ts b/packages/blog/compiled/skins_now_in_modrinth_app.content.ts
index 98767d58..5f634b10 100644
--- a/packages/blog/compiled/skins_now_in_modrinth_app.content.ts
+++ b/packages/blog/compiled/skins_now_in_modrinth_app.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
We're thrilled to roll out Modrinth App v0.10 with a beta release of one of our most highly requested features, the Skins page. The Skins page allows you to manage all of your Minecraft skins directly within Modrinth App. You can see all your saved custom skins and the default Minecraft skins in one convenient place.
Adding a new skin is simple, even Herobrine could do it! When you add or edit a skin, you can upload your custom texture file directly from your computer, choose between the wide or slim arm style to match your preferred character model, and even assign a specific cape to that look for the perfect finishing touch.
The interface makes it easy to preview your changes in real-time with the animated player model, so you can see exactly how your skin will look in-game before saving it.
Fixes and More!
Alongside this major new feature, v0.10 includes a host of improvements and bug fixes to make your experience smoother. We've updated the news feed to use our new system, fixed issues with project descriptions, and tidied up how data is handled. For a full breakdown of all the changes, you can check out the complete changelog here.
As the skins feature is in beta, we're eager to hear your feedback! Jump in, give it a try, and let us know what you think. You can share your thoughts on our Discord server or start a support chat if you're running into issues.
Thank you! We can't wait to see your skins in action. Happy customizing!
`;
+export const html = `
We're thrilled to roll out Modrinth App v0.10 with a beta release of one of our most highly requested features, the Skins page. The Skins page allows you to manage all of your Minecraft skins directly within Modrinth App. You can see all your saved custom skins and the default Minecraft skins in one convenient place.
Adding a new skin is simple, even Herobrine could do it! When you add or edit a skin, you can upload your custom texture file directly from your computer, choose between the wide or slim arm style to match your preferred character model, and even assign a specific cape to that look for the perfect finishing touch.
The interface makes it easy to preview your changes in real-time with the animated player model, so you can see exactly how your skin will look in-game before saving it.
Fixes and More!
Alongside this major new feature, v0.10 includes a host of improvements and bug fixes to make your experience smoother. We've updated the news feed to use our new system, fixed issues with project descriptions, and tidied up how data is handled. For a full breakdown of all the changes, you can check out the complete changelog here.
As the skins feature is in beta, we're eager to hear your feedback! Jump in, give it a try, and let us know what you think. You can share your thoughts on our Discord server or start a support chat if you're running into issues.
Thank you! We can't wait to see your skins in action. Happy customizing!
`;
diff --git a/packages/blog/compiled/two_years_of_modrinth.content.ts b/packages/blog/compiled/two_years_of_modrinth.content.ts
index 206c68a1..325a12a6 100644
--- a/packages/blog/compiled/two_years_of_modrinth.content.ts
+++ b/packages/blog/compiled/two_years_of_modrinth.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Modrinth initially went into beta on November 30th, 2020. Just over a month ago was November 30th, 2022, marking two years since Modrinth was generally available as a platform for everyone to use. Today, we're proud to announce the Anniversary Update, celebrating both two years of Modrinth as well as the coming of the new year, and we'll be discussing our New Year's Resolutions for 2023.
Before you read this post, though, we recommend taking a look at our retrospective on Modrinth's history through 2020—2022. It just wouldn't be right to take a look at the present and the future without also taking a look at our past, seeing how far we've come from our humble beginnings.
With that out of the way, this post primarily serves to announce a few of the smaller features we've been working on after the release of creator monetization. We've bundled these all together as the Anniversary Update.
Looking just at what's already done is boring, though, so we'll also be looking at what's yet to come. Modrinth's future is even brighter than any of us can imagine, so we'll be focusing on what we're gonna do in order to get to that bright future. If you've ever made New Year's Resolutions, we're going to briefly discuss our resolutions for 2023.
Without further adieu, let's get right into what's new with this new year!
Shader packs and data packs
The long-awaited arrival of shader packs and data packs is now here on Modrinth!
Shader packs can be viewed in the shaders tab. This includes shaders that support Iris, Canvas, and OptiFine, as well as vanilla core shaders. (Even though they're installed via the resource pack system, we have decided to put Canvas and core shaders in shader packs since most users will not search in resource packs for shader packs, even if that's how they're installed.)
Data packs can be found in the data packs tab. These are implemented similarly to plugins, in that projects with a mod version can also upload a data pack version (and vice versa). Additionally, data pack authors can choose to have their data packs packaged as a mod using the handy-dandy button on the site.
Data packs can optionally upload a corresponding resource pack as a separate file. We discourage bundling data files and asset files in the same zip file.
New landing page
The homepage has been completely remade, featuring a scrolling list of random projects from Modrinth. Feel free to use this to discover new projects—just make sure you refresh occasionally, because they loop after a little while until you refresh!
Project overhaul for creators
We're continuing to bring expansions to the creator dashboard introduced with monetization. The new Projects tab allows you to view all of your projects in a table and quickly access their information and settings.
The same page also introduces the ability to bulk-edit the external resource links without having to edit each page individually. For example, if your Discord invite expires, you used to have to edit each of your projects individually to add it back. Now you can just select the projects you want to edit the links for and edit them all at the same time!
Even better are the changes to the settings page for individual projects. Previously, the project settings page was disorganized and cluttered. The project settings page has been completely redone, inspired by GitHub's repository settings page.
Draft projects also now have a publishing checklist, making it more clear to authors as to what their next steps should look like. Red asterisks are items that must be completed before submitting and purple light bulbs are suggestions.
Version page overhaul
The layout of the individual version page has gotten a complete overhaul. It's much easier to just show the new UI in action rather than trying to explain it!
A screenshot of the way that individual versions look now:
That's not all, though. Version creation now automatically infers most details after you upload your first file. Try it out sometime—whenever you upload your first file, most stuff should already be filled in. This system is still in-development, so if you find any issues, please file an issue on GitHub.
Project card views
Anywhere which lists projects, namely search and user pages, have gotten a great overhaul. You can choose between the classic list view, the grid view, and the gallery view.
By default, shader packs and resource packs use the gallery view, user pages use the grid view, and everywhere else use the list view. You can cycle through them near the top of each page or change them in your display settings.
The gallery image uses the featured gallery image on a project, so please ensure if you are a shader pack or resource pack author that you set a featured gallery image!
Gallery image UI for creators
The existing UI for gallery image creation, editing, and deletion was flawed in many ways, so we threw out the old way of doing it and created a whole new system for this. It should be less prone to the many many bugs that plagued the previous implementation.
New project webhook
Our Discord server has a brand new channel: #new-projects. A webhook sends a message to this channel every time a new project gets approved. Check it out when you get a chance!
Miscellaneous additions
Custom SPDX license identifiers can now be selected, and a license's text is now displayed in a modal if the author has not manually set a license link.
Each project now has a color associated with it, generated from the icon. This color is used in place of a gallery image in search if the project has no gallery image.
Whenever a project gets its status updated (for example from under review to approved), the project's team members will now get a notification.
The ability to manually reorder gallery images has been added via an integer ordering field. In the future, this sorting ability may expand to team members and versions. We also hope to add a drag-and-drop functionality similar to Discord server organization.
You can also now formally request that your project be marked as unlisted, private, or archived instead of always having it be listed first.
The ability to schedule the release of projects and versions has been added to the backend and is likely to be added to the frontend in the next few weeks.
Several other bug fixes and minor features, mainly contributed by community members.
New Year's Resolutions
Now that we've looked at everything accomplished over the past month and a half, let's take a look at our New Year's Resolutions—things we wish to achieve during 2023.
Theseus Launcher
During 2023, our main focus will shift to the Modrinth launcher, code-named Theseus. Progress has been off and on for the past year and a half, but we intend to fully launch it before the end of the year. Theseus will bring a next-level experience to Minecraft launchers, bringing first-class support for Modrinth and unique features that would be difficult for other providers to parallel.
The release of the Theseus project will also mark the end of the "alpha" status for Modrinth modpacks. Stay tuned for more information about alpha tests and early adopters programs!
Continuing to grow creator tools
Another one of our focuses for this year is to put more work into our analytics system and in growing creator monetization through our Adrinth ad network. As of today, monetization is now out of beta, but we are still constantly working on ways to make Modrinth even better and easier to use for new and returning creators. Some of these improvements are big, like the project settings overhaul, while others are more subtle quality-of-life improvements, like the fixes to usage of duplicate version numbers.
API changes
This year, Modrinth hopes to introduce version 3 of our API with lots of fixes and smaller changes. While our plans are still work-in-progress for this, one of the things that needs to be done first is the removal of the old API v1, which was deprecated starting in January 2022. Here's our planned timeline for the removal of API v1:
January 7th, 2023 (Now): Begin sending messages to existing API v1 users
January 7th, 2023 (Now): Add a field to each API result telling people to switch
February 14th, 2023: Begin doing flickers of 5-10 minutes of 410 GONE response codes
March 1st, 2023: Begin sending a permanent 410 GONE response for any non-GET routes
March 1st, 2023: Ramp up 410 GONE flickers to last 6-12 hours for GET routes
March 15th, 2023: Replace all remaining GET routes with a permanent 410 GONE response
Small updates throughout the year
As always, we will be interspersing other, smaller quality-of-life updates throughout the year even as we work on the big stuff. We also want to fix any bugs which might come up alongside any updates.
Conclusion
Modrinth was founded with the goal of creating a platform which keeps the broader modding community's interests at heart. Modrinth would not exist without the support of our users and of our contributors, and we thank everyone involved immensely for everything. Modrinth's development shall continue as long as the community is willing to support us on the way!
We would love to hear any feedback you might have. Feel free to get in contact on Discord, on Twitter, and on Mastodon.
`;
+export const html = `
Modrinth initially went into beta on November 30th, 2020. Just over a month ago was November 30th, 2022, marking two years since Modrinth was generally available as a platform for everyone to use. Today, we're proud to announce the Anniversary Update, celebrating both two years of Modrinth as well as the coming of the new year, and we'll be discussing our New Year's Resolutions for 2023.
Before you read this post, though, we recommend taking a look at our retrospective on Modrinth's history through 2020—2022. It just wouldn't be right to take a look at the present and the future without also taking a look at our past, seeing how far we've come from our humble beginnings.
With that out of the way, this post primarily serves to announce a few of the smaller features we've been working on after the release of creator monetization. We've bundled these all together as the Anniversary Update.
Looking just at what's already done is boring, though, so we'll also be looking at what's yet to come. Modrinth's future is even brighter than any of us can imagine, so we'll be focusing on what we're gonna do in order to get to that bright future. If you've ever made New Year's Resolutions, we're going to briefly discuss our resolutions for 2023.
Without further adieu, let's get right into what's new with this new year!
Shader packs and data packs
The long-awaited arrival of shader packs and data packs is now here on Modrinth!
Shader packs can be viewed in the shaders tab. This includes shaders that support Iris, Canvas, and OptiFine, as well as vanilla core shaders. (Even though they're installed via the resource pack system, we have decided to put Canvas and core shaders in shader packs since most users will not search in resource packs for shader packs, even if that's how they're installed.)
Data packs can be found in the data packs tab. These are implemented similarly to plugins, in that projects with a mod version can also upload a data pack version (and vice versa). Additionally, data pack authors can choose to have their data packs packaged as a mod using the handy-dandy button on the site.
Data packs can optionally upload a corresponding resource pack as a separate file. We discourage bundling data files and asset files in the same zip file.
New landing page
The homepage has been completely remade, featuring a scrolling list of random projects from Modrinth. Feel free to use this to discover new projects—just make sure you refresh occasionally, because they loop after a little while until you refresh!
Project overhaul for creators
We're continuing to bring expansions to the creator dashboard introduced with monetization. The new Projects tab allows you to view all of your projects in a table and quickly access their information and settings.
The same page also introduces the ability to bulk-edit the external resource links without having to edit each page individually. For example, if your Discord invite expires, you used to have to edit each of your projects individually to add it back. Now you can just select the projects you want to edit the links for and edit them all at the same time!
Even better are the changes to the settings page for individual projects. Previously, the project settings page was disorganized and cluttered. The project settings page has been completely redone, inspired by GitHub's repository settings page.
Draft projects also now have a publishing checklist, making it more clear to authors as to what their next steps should look like. Red asterisks are items that must be completed before submitting and purple light bulbs are suggestions.
Version page overhaul
The layout of the individual version page has gotten a complete overhaul. It's much easier to just show the new UI in action rather than trying to explain it!
A screenshot of the way that individual versions look now:
That's not all, though. Version creation now automatically infers most details after you upload your first file. Try it out sometime—whenever you upload your first file, most stuff should already be filled in. This system is still in-development, so if you find any issues, please file an issue on GitHub.
Project card views
Anywhere which lists projects, namely search and user pages, have gotten a great overhaul. You can choose between the classic list view, the grid view, and the gallery view.
By default, shader packs and resource packs use the gallery view, user pages use the grid view, and everywhere else use the list view. You can cycle through them near the top of each page or change them in your display settings.
The gallery image uses the featured gallery image on a project, so please ensure if you are a shader pack or resource pack author that you set a featured gallery image!
Gallery image UI for creators
The existing UI for gallery image creation, editing, and deletion was flawed in many ways, so we threw out the old way of doing it and created a whole new system for this. It should be less prone to the many many bugs that plagued the previous implementation.
New project webhook
Our Discord server has a brand new channel: #new-projects. A webhook sends a message to this channel every time a new project gets approved. Check it out when you get a chance!
Miscellaneous additions
Custom SPDX license identifiers can now be selected, and a license's text is now displayed in a modal if the author has not manually set a license link.
Each project now has a color associated with it, generated from the icon. This color is used in place of a gallery image in search if the project has no gallery image.
Whenever a project gets its status updated (for example from under review to approved), the project's team members will now get a notification.
The ability to manually reorder gallery images has been added via an integer ordering field. In the future, this sorting ability may expand to team members and versions. We also hope to add a drag-and-drop functionality similar to Discord server organization.
You can also now formally request that your project be marked as unlisted, private, or archived instead of always having it be listed first.
The ability to schedule the release of projects and versions has been added to the backend and is likely to be added to the frontend in the next few weeks.
Several other bug fixes and minor features, mainly contributed by community members.
New Year's Resolutions
Now that we've looked at everything accomplished over the past month and a half, let's take a look at our New Year's Resolutions—things we wish to achieve during 2023.
Theseus Launcher
During 2023, our main focus will shift to the Modrinth launcher, code-named Theseus. Progress has been off and on for the past year and a half, but we intend to fully launch it before the end of the year. Theseus will bring a next-level experience to Minecraft launchers, bringing first-class support for Modrinth and unique features that would be difficult for other providers to parallel.
The release of the Theseus project will also mark the end of the "alpha" status for Modrinth modpacks. Stay tuned for more information about alpha tests and early adopters programs!
Continuing to grow creator tools
Another one of our focuses for this year is to put more work into our analytics system and in growing creator monetization through our Adrinth ad network. As of today, monetization is now out of beta, but we are still constantly working on ways to make Modrinth even better and easier to use for new and returning creators. Some of these improvements are big, like the project settings overhaul, while others are more subtle quality-of-life improvements, like the fixes to usage of duplicate version numbers.
API changes
This year, Modrinth hopes to introduce version 3 of our API with lots of fixes and smaller changes. While our plans are still work-in-progress for this, one of the things that needs to be done first is the removal of the old API v1, which was deprecated starting in January 2022. Here's our planned timeline for the removal of API v1:
January 7th, 2023 (Now): Begin sending messages to existing API v1 users
January 7th, 2023 (Now): Add a field to each API result telling people to switch
February 14th, 2023: Begin doing flickers of 5-10 minutes of 410 GONE response codes
March 1st, 2023: Begin sending a permanent 410 GONE response for any non-GET routes
March 1st, 2023: Ramp up 410 GONE flickers to last 6-12 hours for GET routes
March 15th, 2023: Replace all remaining GET routes with a permanent 410 GONE response
Small updates throughout the year
As always, we will be interspersing other, smaller quality-of-life updates throughout the year even as we work on the big stuff. We also want to fix any bugs which might come up alongside any updates.
Conclusion
Modrinth was founded with the goal of creating a platform which keeps the broader modding community's interests at heart. Modrinth would not exist without the support of our users and of our contributors, and we thank everyone involved immensely for everything. Modrinth's development shall continue as long as the community is willing to support us on the way!
We would love to hear any feedback you might have. Feel free to get in contact on Discord, on Twitter, and on Mastodon.
`;
diff --git a/packages/blog/compiled/two_years_of_modrinth_history.content.ts b/packages/blog/compiled/two_years_of_modrinth_history.content.ts
index 5f55fa30..2efa2170 100644
--- a/packages/blog/compiled/two_years_of_modrinth_history.content.ts
+++ b/packages/blog/compiled/two_years_of_modrinth_history.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Let's rewind a bit and take a look at the past two years of Modrinth's history. We've come so far from our pre-beta HexFabric days to today. A good portion of our pre-beta history can be found in the What is Modrinth blog post, but Modrinth obviously is not the same platform it was two years ago.
December 2020: Modrinth Beta begins
Modrinth's brand new design, rolling out with the launch of Beta
December was the release of the initial Modrinth Beta, bringing a completely different interface and the ability for mods to be created for the first time. This interface has since been completely discarded, but this is what Modrinth looked like for well over a year. It's hard to believe!
December also brought the introduction of the Minotaur Gradle plugin for the first time for upload automation. Minotaur today also looks nothing like it did when it was introduced, but it still accomplishes the same exact thing.
January 2021: Improvements to mod uploading
An announcement in mid-January brought several essential additions and improvements to Modrinth which we consider commonplace today. Among these were:
A separate version creation page
The ability to edit and delete existing versions
The ability to delete existing mods and users
January also brought the introduction of Google AdSense onto Modrinth. The eventual results, including our switch after to EthicalAds, solidified Modrinth's stance that ads should be unobtrusive and generally friendly to users.
March brought the first introduction of the abilities to follow and report projects, as well as the automatic featuring of some versions depending on loader and Minecraft version. These systems have largely remained unchanged since their introduction, though the notification system will likely be getting a refresh come 2023.
April-December 2021: Season of silence
After follows, reports, and all that jazz, Modrinth largely went silent for a good while. This time period had some of the largest growth Modrinth had ever seen, and yet it seemed Modrinth's development had ground to a halt. Modrinth Team members were dropping like flies until there was a point where there was a single person on the team. What happened?
For various reasons, whether it be lack of free time or a lack of interest in Minecraft in general, people ended up leaving to pursue other things. It's not quite as apocalyptic or barren as these descriptions make it seem, but it's more fun to describe it like this.
Picking up the remnants from what others had left behind, one man was destined to continue developing for Modrinth. The one who began the whole operation in the first place, Geometrically, stood up and began developing. Thus came the development of project types, gallery images, API v2, and modpacks.
January 2022: API v2 introduction
Right around the corner came 2022. Perchance this would be the time for the silence to be broken? Indeed, the world would be able to hear about all that was brewing over the past few months.
Of course, this wasn't all introduced at once—it was a gradual rollout over several months. First was the introduction of v2 of Modrinth's API, allowing many breaking changes to occur, including namely the renaming of mods to projects. Wait, why was this necessary?
Up until this point, Modrinth only hosted mods. Project types, as we call them, allow projects to be given the designation of something other than mod; for example, modpack or resourcepack, like we have today. This simple field, alongside all of the infrastructure which was needed to support it, was the first step to allow modpacks on Modrinth.
February 2022: Redesign
Remember the interface introduced in December 2020? Let's scrap it! Actually, it wasn't entirely scrapped, but it got a treatment similar to the Ship of Theseus to the point that it was barely recognizable.
The former Modrinth homepage
Alongside this was the official announcement of API v2, as well as the introduction of the project gallery, the changelog tab, dependencies, and many other things. Here's the blog post announcement for the redesign!
February also brought the introduction of several new Modrinth Team members to the fold, including Prospector and triphora, both of whom are still on the team, alongside Hutzdog and venashial, who we thank for helping us through much of 2022.
March-April 2022: Small changes and preparation for modpacks
A couple weeks after the redesign we pushed out some changes which included improvements to several tabs on project pages and many bug fixes. The blog post from that can be found here.
The next couple months were spent preparing for the release of modpacks. This is the first introduction of our "early adopters" program, still in use today, allowing a feedback loop of authors and other community members to create the best product that we can. Without early adopters, many of the features on Modrinth which you've come to love, including modpacks, plugins, resource packs, would be less than ideal.
May 2022: Modpacks in alpha
In May, we finally did the big release of modpacks on Modrinth. Well, in alpha, anyway—but that was less of a marker of instability and more a marker of being incomplete without the launcher. The modpack alpha release blog post can be found here.
When we first announced modpacks, the initial format had been set in stone for a couple years, and it had been decided that CurseForge links would be allowed within them. This got turned on its head due to an email sent to us by Overwolf. More information on that can be found on the Changes to Modrinth Modpacks blog post.
June-August 2022: Plugins and resource packs
The summer of 2022 was largely dedicated to working on releasing creator monetization. First, though, we made a pit stop to introduce plugins and resource packs to Modrinth. Find that blog post here.
Plugins in particular were tricky since we had to account for projects which had both mod and plugin versions. It was at this point we realized that the project type system isn't entirely what we cracked it up to be, and we're hoping to completely replace it once API v4 rolls around, as far away as that may sound. For now, though, it will suffice.
September-November 2022: Creator monetization
With plugins and resource packs done, we continued working on creator monetization. This included a brief experiment with a different ad provider before we eventually switched to creating our own ad system.
November brought the actual beta release of creator monetization—here's the blog post for that. We are continuing to develop and refine this system to ensure authors continue to earn money from publishing projects on Modrinth.
December 2022-January 2023: Anniversary Update
That, of course, brings us to today's Anniversary Update! Now that you're done reading this, feel free to go back over to that post and read about everything that's new in the Anniversary Update so that I don't have to repeat myself. Take a look at our New Year's Resolutions for 2023 while you're at it, too!
`;
+export const html = `
Let's rewind a bit and take a look at the past two years of Modrinth's history. We've come so far from our pre-beta HexFabric days to today. A good portion of our pre-beta history can be found in the What is Modrinth blog post, but Modrinth obviously is not the same platform it was two years ago.
December 2020: Modrinth Beta begins
Modrinth's brand new design, rolling out with the launch of Beta
December was the release of the initial Modrinth Beta, bringing a completely different interface and the ability for mods to be created for the first time. This interface has since been completely discarded, but this is what Modrinth looked like for well over a year. It's hard to believe!
December also brought the introduction of the Minotaur Gradle plugin for the first time for upload automation. Minotaur today also looks nothing like it did when it was introduced, but it still accomplishes the same exact thing.
January 2021: Improvements to mod uploading
An announcement in mid-January brought several essential additions and improvements to Modrinth which we consider commonplace today. Among these were:
A separate version creation page
The ability to edit and delete existing versions
The ability to delete existing mods and users
January also brought the introduction of Google AdSense onto Modrinth. The eventual results, including our switch after to EthicalAds, solidified Modrinth's stance that ads should be unobtrusive and generally friendly to users.
March brought the first introduction of the abilities to follow and report projects, as well as the automatic featuring of some versions depending on loader and Minecraft version. These systems have largely remained unchanged since their introduction, though the notification system will likely be getting a refresh come 2023.
April-December 2021: Season of silence
After follows, reports, and all that jazz, Modrinth largely went silent for a good while. This time period had some of the largest growth Modrinth had ever seen, and yet it seemed Modrinth's development had ground to a halt. Modrinth Team members were dropping like flies until there was a point where there was a single person on the team. What happened?
For various reasons, whether it be lack of free time or a lack of interest in Minecraft in general, people ended up leaving to pursue other things. It's not quite as apocalyptic or barren as these descriptions make it seem, but it's more fun to describe it like this.
Picking up the remnants from what others had left behind, one man was destined to continue developing for Modrinth. The one who began the whole operation in the first place, Geometrically, stood up and began developing. Thus came the development of project types, gallery images, API v2, and modpacks.
January 2022: API v2 introduction
Right around the corner came 2022. Perchance this would be the time for the silence to be broken? Indeed, the world would be able to hear about all that was brewing over the past few months.
Of course, this wasn't all introduced at once—it was a gradual rollout over several months. First was the introduction of v2 of Modrinth's API, allowing many breaking changes to occur, including namely the renaming of mods to projects. Wait, why was this necessary?
Up until this point, Modrinth only hosted mods. Project types, as we call them, allow projects to be given the designation of something other than mod; for example, modpack or resourcepack, like we have today. This simple field, alongside all of the infrastructure which was needed to support it, was the first step to allow modpacks on Modrinth.
February 2022: Redesign
Remember the interface introduced in December 2020? Let's scrap it! Actually, it wasn't entirely scrapped, but it got a treatment similar to the Ship of Theseus to the point that it was barely recognizable.
The former Modrinth homepage
Alongside this was the official announcement of API v2, as well as the introduction of the project gallery, the changelog tab, dependencies, and many other things. Here's the blog post announcement for the redesign!
February also brought the introduction of several new Modrinth Team members to the fold, including Prospector and triphora, both of whom are still on the team, alongside Hutzdog and venashial, who we thank for helping us through much of 2022.
March-April 2022: Small changes and preparation for modpacks
A couple weeks after the redesign we pushed out some changes which included improvements to several tabs on project pages and many bug fixes. The blog post from that can be found here.
The next couple months were spent preparing for the release of modpacks. This is the first introduction of our "early adopters" program, still in use today, allowing a feedback loop of authors and other community members to create the best product that we can. Without early adopters, many of the features on Modrinth which you've come to love, including modpacks, plugins, resource packs, would be less than ideal.
May 2022: Modpacks in alpha
In May, we finally did the big release of modpacks on Modrinth. Well, in alpha, anyway—but that was less of a marker of instability and more a marker of being incomplete without the launcher. The modpack alpha release blog post can be found here.
When we first announced modpacks, the initial format had been set in stone for a couple years, and it had been decided that CurseForge links would be allowed within them. This got turned on its head due to an email sent to us by Overwolf. More information on that can be found on the Changes to Modrinth Modpacks blog post.
June-August 2022: Plugins and resource packs
The summer of 2022 was largely dedicated to working on releasing creator monetization. First, though, we made a pit stop to introduce plugins and resource packs to Modrinth. Find that blog post here.
Plugins in particular were tricky since we had to account for projects which had both mod and plugin versions. It was at this point we realized that the project type system isn't entirely what we cracked it up to be, and we're hoping to completely replace it once API v4 rolls around, as far away as that may sound. For now, though, it will suffice.
September-November 2022: Creator monetization
With plugins and resource packs done, we continued working on creator monetization. This included a brief experiment with a different ad provider before we eventually switched to creating our own ad system.
November brought the actual beta release of creator monetization—here's the blog post for that. We are continuing to develop and refine this system to ensure authors continue to earn money from publishing projects on Modrinth.
December 2022-January 2023: Anniversary Update
That, of course, brings us to today's Anniversary Update! Now that you're done reading this, feel free to go back over to that post and read about everything that's new in the Anniversary Update so that I don't have to repeat myself. Take a look at our New Year's Resolutions for 2023 while you're at it, too!
`;
diff --git a/packages/blog/compiled/whats_modrinth.content.ts b/packages/blog/compiled/whats_modrinth.content.ts
index b9a35514..20751b9f 100644
--- a/packages/blog/compiled/whats_modrinth.content.ts
+++ b/packages/blog/compiled/whats_modrinth.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
Hello, we are Modrinth – an open source mods hosting platform. Sounds dry, doesn't it? So let me tell you our story – and I promise, it won't be boring!
Prelude and conception
Before Modrinth was even thought of, there already were several giant platforms for mod hosting. However, most of them were too specialized, outdated, or transitively dependent on an uncaring hegemonic 3rd party. Authors and players were always in struggle. The community had to choose 2 out of 3: inconvenience, indifference, obsolescence. Urge for better service, either new or renewed, just founded or acquired arose.
Although demand for proper competition is the seed, the germ of Modrinth, the biggest role was played by the Fabric project. It set an example of a community-powered alternative. It was democratic, FOSS, listening to the community, and welcoming contribution and 3rd party initiatives. They have shown the modding community that they can evolve and adapt, be accessible and welcoming, cooperative, and caring.
Fabricate and HexFabric
And, oh boy, did they connect – the demand for competition grew so high, that at some point the community just exploded with novelty. During several months, almost a dozen projects were aiming to be the second Walmart, the third IKEA, the fourth Amazon for your mods. Here beings the story of HexFabrics... – wait, what? What's that?
HexFabric is an umbrella term for modern mod hosting technology. It got its name from Fabric, which at the point was poorly supported (if at all) by the major players on the stage. In practice, HexFabric is just a cozy Discord server, on which several projects have their deputizing channels.
Back on track – Lots of HexFabrics were founded almost simultaneously. Altar.gg, Astronave, Diluv, ModForest, Minerepo... and, most importantly, Fabricate.
Fabricate began its journey as a proprietary project indexing website by a single developer – Geometrically. It remained relatively unnoticed for a couple of weeks, and then it started gaining attention. This new website has amazing search! Yup, the whole thing was primarily about making seamless, gracious, appeasing smart real-time search. The community is now intrigued.
Becoming a team
"But this looks awful! And it's proprietary!" – a few voices said. Among those voices were falseresync and MulverineX. They both had several objections to that and were pestering the original author. "FOSS is the true way for community project" and "Just use a license to prevent others from creating instances of your work," they told.
Yet Fabricate remained proprietary for a while. However, once the pressure on the author became high, they gave up and open-sourced their work. This was the birth of Modrinth. It did not get its name for a little while longer though.
Now that Modrinth was open source, it started gaining traction. Remember falseresync and MulverineX? They joined Geometrically on the branding site, and somewhere in the middle of the brainstorming process the logo and the name were born. At the same time AppleTheGolden, Aeledfyr, and Redblueflame began contributing to the actual code of the project, which is – nowadays known to everyone – in Rust. A solo suddenly became a team, ready for whatever future holds.
Development non-stop
The newly born FOSS project is now evolving swiftly. Before our team arose the question: monolithic vs split app architecture. Monolithic would be easier to deploy and can serve pages quicker. The split architecture will simplify the development and allow for a feature-full user experience. The discussion was hot, and the sides were fierce. Nevertheless, the split pattern won. Now it was time to make proper backend and frontend apps.
The work first began with the backend. Aeled, Red, and Geo started detaching API methods from visuals. The team worked hard. Consequent to the API splitting from the GUI, it became getting new and exciting features. The first feature to be added was custom Modrinth mods – before that, the website only indexed the competitor's service.
However, for that to happen there had to be another step taken – migration from MongoDB to PostgreSQL. It was crucial for efficient data storage and complex relationships between projects. And the biggest propagator of that change was Apple, who introduced and successfully defended their case.
Thus, with custom mods, better yet search has been implemented. After search, user accounts with external log-in made their way into the project. Now it first creators started uploading their mods – a monumental achievement.
After the first creators came more – the community began taking Modrinth as a serious alternative hosting. At some point, uploads accelerated to the point that our team was forced to redo their plans and establish project editing and moderation considerably earlier than it could have been. Besides, creators need analytics, they need teams, they needed support system. So the backend developers tried their best to keep up and achieved their goals through enthusiastic labor and dedication.
Refreshed look
Although, on the frontend side things weren't as bright, unfortunately. Once falseresync presented the new look and feel Modrinth should aim for, he was forced to dedicate less time to the project. As a consequence, the frontend was implemented rather haphazardly and was lacking in features compared to the backend.
However, this did not stop the project from evolving. The backend team has continued to expand on existing features, and after a long period of time, the savior descended on the frontend – Prospector, who rapidly became a crucial contributor and a part of the team. With new and comprehensive design guidance from falseresync and critique from MulverineX and the community, Prospector achieved feature parity with backend and greatly improved the website look and feel.
Improving the frontend wasn't an easy job: naughty CSS, runtime errors, the abundance of framework-related nuances – all were obstacles, and all were defeated. Through battles with web technologies, jokes about quirky styles, and hard work our team created the UI you see today.
Going beta
You have to believe that the dots will somehow connect in your future. – Steve Jobs
With the story complete, we are proud to announce that the Modrinth beta will be coming out on November 30th, with a refreshed look and a feature-complete modding website! It is a tremendous achievement for us and the community, which we are very proud of.
It is heart-warming to admit that we're finally going officially online. We know it's not perfect yet. But regardless, we will continue our passion project as a team, and we will expand on it and make it only better!
Stay tuned!
`;
+export const html = `
Hello, we are Modrinth – an open source mods hosting platform. Sounds dry, doesn't it? So let me tell you our story – and I promise, it won't be boring!
Prelude and conception
Before Modrinth was even thought of, there already were several giant platforms for mod hosting. However, most of them were too specialized, outdated, or transitively dependent on an uncaring hegemonic 3rd party. Authors and players were always in struggle. The community had to choose 2 out of 3: inconvenience, indifference, obsolescence. Urge for better service, either new or renewed, just founded or acquired arose.
Although demand for proper competition is the seed, the germ of Modrinth, the biggest role was played by the Fabric project. It set an example of a community-powered alternative. It was democratic, FOSS, listening to the community, and welcoming contribution and 3rd party initiatives. They have shown the modding community that they can evolve and adapt, be accessible and welcoming, cooperative, and caring.
Fabricate and HexFabric
And, oh boy, did they connect – the demand for competition grew so high, that at some point the community just exploded with novelty. During several months, almost a dozen projects were aiming to be the second Walmart, the third IKEA, the fourth Amazon for your mods. Here beings the story of HexFabrics... – wait, what? What's that?
HexFabric is an umbrella term for modern mod hosting technology. It got its name from Fabric, which at the point was poorly supported (if at all) by the major players on the stage. In practice, HexFabric is just a cozy Discord server, on which several projects have their deputizing channels.
Back on track – Lots of HexFabrics were founded almost simultaneously. Altar.gg, Astronave, Diluv, ModForest, Minerepo... and, most importantly, Fabricate.
Fabricate began its journey as a proprietary project indexing website by a single developer – Geometrically. It remained relatively unnoticed for a couple of weeks, and then it started gaining attention. This new website has amazing search! Yup, the whole thing was primarily about making seamless, gracious, appeasing smart real-time search. The community is now intrigued.
Becoming a team
"But this looks awful! And it's proprietary!" – a few voices said. Among those voices were falseresync and MulverineX. They both had several objections to that and were pestering the original author. "FOSS is the true way for community project" and "Just use a license to prevent others from creating instances of your work," they told.
Yet Fabricate remained proprietary for a while. However, once the pressure on the author became high, they gave up and open-sourced their work. This was the birth of Modrinth. It did not get its name for a little while longer though.
Now that Modrinth was open source, it started gaining traction. Remember falseresync and MulverineX? They joined Geometrically on the branding site, and somewhere in the middle of the brainstorming process the logo and the name were born. At the same time AppleTheGolden, Aeledfyr, and Redblueflame began contributing to the actual code of the project, which is – nowadays known to everyone – in Rust. A solo suddenly became a team, ready for whatever future holds.
Development non-stop
The newly born FOSS project is now evolving swiftly. Before our team arose the question: monolithic vs split app architecture. Monolithic would be easier to deploy and can serve pages quicker. The split architecture will simplify the development and allow for a feature-full user experience. The discussion was hot, and the sides were fierce. Nevertheless, the split pattern won. Now it was time to make proper backend and frontend apps.
The work first began with the backend. Aeled, Red, and Geo started detaching API methods from visuals. The team worked hard. Consequent to the API splitting from the GUI, it became getting new and exciting features. The first feature to be added was custom Modrinth mods – before that, the website only indexed the competitor's service.
However, for that to happen there had to be another step taken – migration from MongoDB to PostgreSQL. It was crucial for efficient data storage and complex relationships between projects. And the biggest propagator of that change was Apple, who introduced and successfully defended their case.
Thus, with custom mods, better yet search has been implemented. After search, user accounts with external log-in made their way into the project. Now it first creators started uploading their mods – a monumental achievement.
After the first creators came more – the community began taking Modrinth as a serious alternative hosting. At some point, uploads accelerated to the point that our team was forced to redo their plans and establish project editing and moderation considerably earlier than it could have been. Besides, creators need analytics, they need teams, they needed support system. So the backend developers tried their best to keep up and achieved their goals through enthusiastic labor and dedication.
Refreshed look
Although, on the frontend side things weren't as bright, unfortunately. Once falseresync presented the new look and feel Modrinth should aim for, he was forced to dedicate less time to the project. As a consequence, the frontend was implemented rather haphazardly and was lacking in features compared to the backend.
However, this did not stop the project from evolving. The backend team has continued to expand on existing features, and after a long period of time, the savior descended on the frontend – Prospector, who rapidly became a crucial contributor and a part of the team. With new and comprehensive design guidance from falseresync and critique from MulverineX and the community, Prospector achieved feature parity with backend and greatly improved the website look and feel.
Improving the frontend wasn't an easy job: naughty CSS, runtime errors, the abundance of framework-related nuances – all were obstacles, and all were defeated. Through battles with web technologies, jokes about quirky styles, and hard work our team created the UI you see today.
Going beta
You have to believe that the dots will somehow connect in your future. – Steve Jobs
With the story complete, we are proud to announce that the Modrinth beta will be coming out on November 30th, with a refreshed look and a feature-complete modding website! It is a tremendous achievement for us and the community, which we are very proud of.
It is heart-warming to admit that we're finally going officially online. We know it's not perfect yet. But regardless, we will continue our passion project as a team, and we will expand on it and make it only better!
Stay tuned!
`;
diff --git a/packages/blog/compiled/windows_borderless_malware_disclosure.content.ts b/packages/blog/compiled/windows_borderless_malware_disclosure.content.ts
index f1950241..90508bf1 100644
--- a/packages/blog/compiled/windows_borderless_malware_disclosure.content.ts
+++ b/packages/blog/compiled/windows_borderless_malware_disclosure.content.ts
@@ -1,2 +1,2 @@
// AUTO-GENERATED FILE - DO NOT EDIT
-export const html = `
This is a disclosure of a malicious mod discovered to be hosted on the Modrinth platform. It is important to not panic or jump to conclusions, please carefully read the Am I Affected? and Threat Summary sections.
Am I Affected?
If you run Windows and have downloaded a mod called "Windows Borderless" (specific files listed below) between May 4th, 2024 and May 6th, 2024 and have run the game with the mod installed, you are affected.
IMPORTANT NOTE: This mod is called, exactly, "Windows Borderless". There are other mods with similar names on Modrinth, which are NOT malware, such as "Borderless Mining", "Borderless", and "Borderless Mining Reworked".
If you have not downloaded that mod or do not run Windows, there is no reason to believe you are at any risk. We have released a detection tool available here which can scan your mods folder for the malicious files if you wish to make sure your instance does not have the mod. The tool is also open-source.
What do I do if I have used the "Windows Borderless" mod?
First, delete the mod entirely from your computer.
The mod harvested data stored by many Chromium-based projects such as Google Chrome, Discord, Microsoft Edge, and many other browsers such as Opera/Opera GX, Vivaldi, Brave, Firefox and over dozen more. Included in this data may be account tokens, stored passwords, banking information, addresses, and more.
In order to protect yourself, change all of your passwords, and keep an eye out on your bank accounts and credit cards.
Threat Summary
Exposure level: Low, ~372 distinct IPs downloaded affected files. One Discord account is alleged to have been stolen due to this.
Malware severity: Medium (Discord, browser, and system info stealer, but does not self-replicate)
Projects affected:
Name
Project ID
Former URL
Windows Borderless
ZQpQzwWE
https://modrinth.com/mod/windowsborderless
Files affected:
Name
SHA1 Hash
Version ID
Download count
windowedborderless-v0.2 - 1.20.4.jar
179b5da318604f97616b5108f305e2a8e4609484
NkTbhEmf
116
windowedborderless-v0.3 - 1.20.4.jar
1a1c4dcae846866c58cc1abf71fb7f7aa4e7352a
v87dk8Q7
15
windowedborderless-v0.4 - 1.20.+.jar
e4d55310039b965fce6756da5286b481cfb09946
pVfdgPhy
68
windowedborderless-v0.4 - 1.20.+.jar
2f47e57a6bedc729359ffaf6f0149876008b5cc3
Wt4RjZ49
119
windowedborderless-v0.4.1_-_1.20.+.jar
2f47e57a6bedc729359ffaf6f0149876008b5cc3
oIlYelrb
1
None of these files were included in any modpacks on the Modrinth platform, so you are only at risk if you downloaded the mod directly.
Timeline
April 29th, 2:39pm - Project submitted for review as a legitimate mod
The Modrinth project "Windows Borderless" is submitted for review with a single file uploaded that does not contain any malware.
April 30th, 12:15am - Modrinth moderators approve the project
The "Windows Borderless" project is approved with only one file, which contained no malware.
May 2nd, 3:50am - New version containing malware is published
A "Windows Borderless" version containing the file windowedborderless-v0.2 - 1.20.4.jar (mentioned in the table of affected files above) is published. This initial version of the malware did not include any credential or token stealing, but only sent identifying information about a user’s machine to a discord webhook.
May 4th, 4:01pm thru May 6th, 3:46am - More versions are uploaded
Between May 4th, 4:01pm and May 6th, 3:46am, more new versions of the mod containing the malware were uploaded. These versions all contain credential and token stealers.
May 6, 2024 @ 7:21am - A Modrinth user reports the project
A user submits a report against the mod, alleging that their Discord account got compromised after using the mod.
May 6, 2024 @ 10:37am - Modrinth moderators investigate the project
The mod is investigated by Modrinth staff. We decompiled the mod and discovered that the mod contained malicious code. The threat is immediately obvious, so within a few minutes we take down the project, all CDN links related to the project, and all other projects by the same users.
Conclusion
In response to this incident, we are actively developing a shared system to effectively quarantine known malicious mods by creating a web API to allow launchers to check if any of the files a user has downloaded match any of the files in our known malware database, and return up-to-date information about any known malware.
We are also in the process with working with relevant law enforcement agencies to pass along all information we have.
In order to also more proactively increase safety, we're also investigating possible methods of sandboxing or algorithmically detecting malware patterns in Java software. While these are infamously tricky to implement on certain platforms, we hope to do our best in order to ensure the best security for the modding community.
`;
+export const html = `
This is a disclosure of a malicious mod discovered to be hosted on the Modrinth platform. It is important to not panic or jump to conclusions, please carefully read the Am I Affected? and Threat Summary sections.
Am I Affected?
If you run Windows and have downloaded a mod called "Windows Borderless" (specific files listed below) between May 4th, 2024 and May 6th, 2024 and have run the game with the mod installed, you are affected.
IMPORTANT NOTE: This mod is called, exactly, "Windows Borderless". There are other mods with similar names on Modrinth, which are NOT malware, such as "Borderless Mining", "Borderless", and "Borderless Mining Reworked".
If you have not downloaded that mod or do not run Windows, there is no reason to believe you are at any risk. We have released a detection tool available here which can scan your mods folder for the malicious files if you wish to make sure your instance does not have the mod. The tool is also open-source.
What do I do if I have used the "Windows Borderless" mod?
First, delete the mod entirely from your computer.
The mod harvested data stored by many Chromium-based projects such as Google Chrome, Discord, Microsoft Edge, and many other browsers such as Opera/Opera GX, Vivaldi, Brave, Firefox and over dozen more. Included in this data may be account tokens, stored passwords, banking information, addresses, and more.
In order to protect yourself, change all of your passwords, and keep an eye out on your bank accounts and credit cards.
Threat Summary
Exposure level: Low, ~372 distinct IPs downloaded affected files. One Discord account is alleged to have been stolen due to this.
Malware severity: Medium (Discord, browser, and system info stealer, but does not self-replicate)
Projects affected:
Name
Project ID
Former URL
Windows Borderless
ZQpQzwWE
https://modrinth.com/mod/windowsborderless
Files affected:
Name
SHA1 Hash
Version ID
Download count
windowedborderless-v0.2 - 1.20.4.jar
179b5da318604f97616b5108f305e2a8e4609484
NkTbhEmf
116
windowedborderless-v0.3 - 1.20.4.jar
1a1c4dcae846866c58cc1abf71fb7f7aa4e7352a
v87dk8Q7
15
windowedborderless-v0.4 - 1.20.+.jar
e4d55310039b965fce6756da5286b481cfb09946
pVfdgPhy
68
windowedborderless-v0.4 - 1.20.+.jar
2f47e57a6bedc729359ffaf6f0149876008b5cc3
Wt4RjZ49
119
windowedborderless-v0.4.1_-_1.20.+.jar
2f47e57a6bedc729359ffaf6f0149876008b5cc3
oIlYelrb
1
None of these files were included in any modpacks on the Modrinth platform, so you are only at risk if you downloaded the mod directly.
Timeline
April 29th, 2:39pm - Project submitted for review as a legitimate mod
The Modrinth project "Windows Borderless" is submitted for review with a single file uploaded that does not contain any malware.
April 30th, 12:15am - Modrinth moderators approve the project
The "Windows Borderless" project is approved with only one file, which contained no malware.
May 2nd, 3:50am - New version containing malware is published
A "Windows Borderless" version containing the file windowedborderless-v0.2 - 1.20.4.jar (mentioned in the table of affected files above) is published. This initial version of the malware did not include any credential or token stealing, but only sent identifying information about a user’s machine to a discord webhook.
May 4th, 4:01pm thru May 6th, 3:46am - More versions are uploaded
Between May 4th, 4:01pm and May 6th, 3:46am, more new versions of the mod containing the malware were uploaded. These versions all contain credential and token stealers.
May 6, 2024 @ 7:21am - A Modrinth user reports the project
A user submits a report against the mod, alleging that their Discord account got compromised after using the mod.
May 6, 2024 @ 10:37am - Modrinth moderators investigate the project
The mod is investigated by Modrinth staff. We decompiled the mod and discovered that the mod contained malicious code. The threat is immediately obvious, so within a few minutes we take down the project, all CDN links related to the project, and all other projects by the same users.
Conclusion
In response to this incident, we are actively developing a shared system to effectively quarantine known malicious mods by creating a web API to allow launchers to check if any of the files a user has downloaded match any of the files in our known malware database, and return up-to-date information about any known malware.
We are also in the process with working with relevant law enforcement agencies to pass along all information we have.
In order to also more proactively increase safety, we're also investigating possible methods of sandboxing or algorithmically detecting malware patterns in Java software. While these are infamously tricky to implement on certain platforms, we hope to do our best in order to ensure the best security for the modding community.