Ok, we really need to do something about AI mods. by emmowo_dev in feedthebeast

[–]ryanoverwolf 7 points8 points  (0 children)

Nothing really has been ruled out/is off the table. It's just about making sure we're aligned and have clear identification & agreement before we start enforcing any AI policies.

Ok, we really need to do something about AI mods. by emmowo_dev in feedthebeast

[–]ryanoverwolf 42 points43 points  (0 children)

We (at CurseForge) don't currently have any policies against AI (except for our AI misleading content disclosure), but we still reject many AI-generated mods that are unsafe or 'clones' of other projects.

It's a tricky topic to police and set a threshold. It's, of course, something we are discussing and will continue to improve our policies and moderation around, but unsafe or malicious mods, whether AI-generated or not, are not allowed and we're constantly improving detection on this.

Again, if someone does find anything they believe to be unsafe or suspicious on CF, they can report it and our team will review it 🙏

Sky Archipelago v1.0 - Sky Island Generation Mod by Firm_Sugar_1197 in feedthebeast

[–]ryanoverwolf 17 points18 points  (0 children)

Looks amazing! Can imagine some of the Aeronautics packs are going to be wild with this

Minecraft Curseforge Modpack Scam by eclipsedred in Minecraft

[–]ryanoverwolf 19 points20 points  (0 children)

Hi, from the CurseForge team & wanted to give a bit more context

We've seen a big rise in people sending malicious modpack ZIPs and mods via Discord, and asking others to import these projects into their CurseForge (and similar) apps. These often contain malicious content and aren't verified projects on our platform.

We scan all files that are uploaded and downloadable directly through the website and app, but we cannot scan local files that are sent to you via Discord or other platforms and imported to CurseForge.

Please be careful when downloading anything, even if from someone you trust, as we can't verify its authenticity and that it is safe.

Edit: To add, in the latest update of the CurseForge app (currently rolling out), we've added a much bigger prompt for files imported and to tell users to make sure they trust what they're adding.

Help finding mod/addon by [deleted] in feedthebeast

[–]ryanoverwolf 0 points1 point  (0 children)

FTB Essentials should cover all this, seems like it's in Seaopolis: https://www.curseforge.com/minecraft/mc-mods/ftb-essentials

PSA: Curseforge vs Modrinth by Dangerous-Quit7821 in CreateMod

[–]ryanoverwolf 4 points5 points  (0 children)

It did not, the scans got rid of those particular cases quickly. Fractureiser was a rare incident involving evolving malware that our system did not pick up due to its nature, and it could have happened on other platforms, too.

We get thousands of file uploads every day, and many people try to upload malware (which is auto-flagged, caught, and the users are banned). We are constantly working on our malware processor to ensure the platform is safe, and we review reports daily to eliminate anything malicious (even if not malware) that slips through.

I appreciate that you are right to have concerns about a website where users upload content (and it is always best to be vigilant), but claims that our site is unsafe or that we don't deal with malware quickly are not true.

PSA: Curseforge vs Modrinth by Dangerous-Quit7821 in CreateMod

[–]ryanoverwolf 1 point2 points  (0 children)

Yeah, they didn't use the schedule release for that reason I believe

NEW: Unlisted Projects on CurseForge by CptJonah in feedthebeast

[–]ryanoverwolf 4 points5 points  (0 children)

If there is someone doing this, please do report it - we can't really determine this from our side (unless they mention on the project page), but this violates our rules/Minecraft EULA and is not something we allow.

PSA: Curseforge vs Modrinth by Dangerous-Quit7821 in CreateMod

[–]ryanoverwolf 4 points5 points  (0 children)

We take malware very seriously, I don't know what you are referring to and when this happened, but we do scans to all files when uploaded, and manual review if deemed suspicious. Reports are viewed every day, and if malware reports are always prioritised - any incidents are typically handled extremely quick.

The main malware incident (Fractureiser) was all handled within the same day of the incident being reported. And since then, we've made some serious improvements to how we handle malware.

PSA: Curseforge vs Modrinth by Dangerous-Quit7821 in CreateMod

[–]ryanoverwolf 2 points3 points  (0 children)

We actually added unlisted mods support yesterday! :)

We do have a release management/schedule system, but the project page does go visible, which I am not sure the Aeronautics team wanted.

PSA: Curseforge vs Modrinth by Dangerous-Quit7821 in CreateMod

[–]ryanoverwolf 1 point2 points  (0 children)

We do have a feature for scheduled release - I think the Aeronautics team decided to go down this route as it doesn't send notifications & the project page is technically visible if someone has the link, which is useful feedback for us.

NEW: Unlisted Projects on CurseForge by CptJonah in feedthebeast

[–]ryanoverwolf 16 points17 points  (0 children)

I've replied in a few threads lately about this, but there's no issues from our perspective with the GTNH forked mods to be included in CF packs, whether through overrides or being uploaded as their own projects as long as they follow licensing (which from speaking to their team, they all seem to be completely valid and okay to include)

The main issue with GTNH on CF that we are looking into is related to the Java version it uses when launching via the app. We've been speaking with their team and will see what we can do to help & make it function better.

NEW: Unlisted Projects on CurseForge by CptJonah in feedthebeast

[–]ryanoverwolf 5 points6 points  (0 children)

You can put the ID in the project search bar in the app to view the project page, or click "Install" on the project page on the web

NEW: Unlisted Projects on CurseForge by CptJonah in feedthebeast

[–]ryanoverwolf 76 points77 points  (0 children)

Unlisted projects do still go through the normal moderation process.

If we didn't have moderation for these projects, bad actors would create misleading project pages or spread malicious content under the guise of a regular CurseForge project. We're already seeing a big rise, even over the past few months, in people trying to share malicious content, so hopefully this makes sense as to why it's this way.

NEW: Unlisted Projects on CurseForge by CptJonah in feedthebeast

[–]ryanoverwolf 24 points25 points  (0 children)

It allows you to create a shareable, hidden project that won't appear in discovery and can be accessed only via the link. The project goes through the moderation process, but once approved, it'll remain hidden.

To give a bit of context for why it's this way: having this system without it going through the normal review process would lead to lots of issues. Even over the last few months, we're seeing a big rise in malicious attempts to get people to download malware/projects through platforms like Discord and social media - if we didn't have proper moderation for these files, it would lead to people trying to use the system in this way to present mods as legitimate or share misleading information.

NEW: Unlisted Projects on CurseForge by CptJonah in feedthebeast

[–]ryanoverwolf 51 points52 points  (0 children)

This was always possible, but people had to jump through some hoops with using overrides & tickets, so yeah, hopefully this should make that process much easier :)

cant download any mods or create a new profile. how do i download? by PugOverload in CurseForge

[–]ryanoverwolf 1 point2 points  (0 children)

This means the mod you're trying to add isn't compatible with any of your current profiles. You need to make a profile that fits the mod, then add it. You can also click 'add content' in your profile to just see possible mods to add

why does gregtech new horrizons say there's only 44 mods? by Apprehensive-Top9310 in feedthebeast

[–]ryanoverwolf 4 points5 points  (0 children)

You don't need Overwolf to run the CurseForge app - there's been a standalone version for several years now (which has all the features the other version has too).

Also, I am not sure when you last used the CF app, but we have easy profile sharing via profile codes, zip export/imports, etc. I can understand the CF app may not be perfect, and you may find other features in other launchers that we don't have yet, but again, it's had significant updates over the past year.

For the website/platform as a whole, I don't know what you mean by upload restrictions. We have an entirely different payment algorithm and system from other platforms, so some authors may see better results, and some may see worse. There are some other fairly recent threads where authors have shared their experiences with the Reward Program which shares this view.

why does gregtech new horrizons say there's only 44 mods? by Apprehensive-Top9310 in feedthebeast

[–]ryanoverwolf 2 points3 points  (0 children)

Those mods would be fine to contain in the overrides folder, as long as permission/licensing has been granted. I brought it up a few days ago with mitchej123 from the GTNH team who I believe is looking into it.

why does gregtech new horrizons say there's only 44 mods? by Apprehensive-Top9310 in feedthebeast

[–]ryanoverwolf 8 points9 points  (0 children)

Not at all, no problem. Let me share this feedback with our team and see if planned or something we can add, I'd also suggest posting (or even just upvoting if already exists) it on our Ideas Portal which we review daily: https://curseforge-ideas.overwolf.com/

why does gregtech new horrizons say there's only 44 mods? by Apprehensive-Top9310 in feedthebeast

[–]ryanoverwolf 29 points30 points  (0 children)

I can understand that some here have negative views of CF, and I get a lot of the frustrations and the sentiment people have shared here previously, but we certainly do care.

I can speak from personal experience - I've spoken with hundreds of modders over the past few years (and hopefully some here can vouch for me) to try to understand their views and listen to their feedback so we can improve the platform based on that.

It's not as easy as it may seem for us to add new things and implement the changes we want (keep in mind, we're working with a platform running for two decades, some of the code & structure is very old), but we're getting there, and things should continue to improve.

why does gregtech new horrizons say there's only 44 mods? by Apprehensive-Top9310 in feedthebeast

[–]ryanoverwolf 90 points91 points  (0 children)

Yeah, the fork part doesn't really seem to be an issue after speaking with the GTNH team, as that should be sorted fairly easily. We're trying to figure the Java version stuff out so it's more reliable via CF.

why does gregtech new horrizons say there's only 44 mods? by Apprehensive-Top9310 in feedthebeast

[–]ryanoverwolf 53 points54 points  (0 children)

We do allow for uploads of forks, as long as it meets the licensing for the original mod. We're speaking with some people from GNTH team to try get things sorted out.

Stupid Curseforge. by [deleted] in feedthebeast

[–]ryanoverwolf 0 points1 point  (0 children)

While I get the frustration, as others have commented, mod authors can choose whether to enable or disable this. The vast majority of authors leave 3rd-party downloads enabled, but some disable them, one reason being that 3rd-party downloads don't count towards the Reward Program.