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fix(blog): resolve relative URLs in Markdown images and links with a fixed base (#4287)
These changes add a layered hook to the `markdown-it` renderer rules to resolve `<img>` element `src` attributes and `<a>` element `href` attributes to a path-absolute relative URL, to ensure that such URLs always point to the same resource URL even when the URL the current resource is being viewed from changes. This fixes an issue with relative links and image source URLs being broken when a blog post was watched from a URL that lacked a trailing slash, as web browsers adjust the path relative URLs are resolved from depending on whether such character is present, and we didn't account for that. While at it, I've rebuilt all the blog posts and their associated RSS feed.
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@@ -3,6 +3,9 @@ import { promises as fs } from 'fs'
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import { glob } from 'glob'
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import matter from 'gray-matter'
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import { minify } from 'html-minifier-terser'
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import type { Options } from 'markdown-it'
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import type Renderer from 'markdown-it/lib/renderer.mjs'
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import type Token from 'markdown-it/lib/token.mjs'
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import * as path from 'path'
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import RSS from 'rss'
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import { parseStringPromise } from 'xml2js'
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@@ -65,15 +68,41 @@ async function compileArticles() {
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process.exit(1)
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}
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const html = md().render(content)
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const minifiedHtml = await minify(html, {
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const mdIt = md()
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const slug = frontSlug || path.basename(file, '.md')
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// Normalizes relative URL resolution to occur in the context of the article's directory.
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// This prevents user agents from resolving relative URLs differently based on whether
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// the current document URL has a trailing slash or not.
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function normalizeRendererHtmlUriAttribute(ruleName: string, attrName: string) {
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const defaultRenderer =
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mdIt.renderer.rules[ruleName] ||
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function (tokens, idx, options, _env, self) {
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return self.renderToken(tokens, idx, options)
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}
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return (tokens: Token[], idx: number, options: Options, env: object, self: Renderer) => {
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const attrUrlValue = tokens[idx].attrGet(attrName)
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if (attrUrlValue) {
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tokens[idx].attrSet(
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attrName,
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new URL(attrUrlValue, `${SITE_URL}/news/article/${slug}/`).href.replace(SITE_URL, ''),
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)
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}
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return defaultRenderer(tokens, idx, options, env, self)
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}
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}
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mdIt.renderer.rules.image = normalizeRendererHtmlUriAttribute('image', 'src')
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mdIt.renderer.rules.link_open = normalizeRendererHtmlUriAttribute('link_open', 'href')
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const minifiedHtml = await minify(mdIt.render(content), {
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collapseWhitespace: true,
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removeComments: true,
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})
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const authors = authorsData ? authorsData : []
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const slug = frontSlug || path.basename(file, '.md')
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const varName = toVarName(slug)
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const exportFile = path.posix.join(COMPILED_DIR, `${varName}.ts`)
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const contentFile = path.posix.join(COMPILED_DIR, `${varName}.content.ts`)
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@@ -1,2 +1,2 @@
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// AUTO-GENERATED FILE - DO NOT EDIT
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export const html = `<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>`;
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export const html = `<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>`;
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// AUTO-GENERATED FILE - DO NOT EDIT
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export const html = `<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>`;
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export const html = `<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>`;
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// AUTO-GENERATED FILE - DO NOT EDIT
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export const html = `<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>`;
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export const html = `<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>`;
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// AUTO-GENERATED FILE - DO NOT EDIT
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
|
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export const html = `<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>`;
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export const html = `<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>`;
|
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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export const html = `<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>`;
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Reference in New Issue
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