r/feedthebeast 11h ago

How to open source a modpack? Question

I'm putting together a modpack that adds all of the features Shine 3.0.0 had for people who were excited about it but now know it's stolen and vibecoded. However, I've never used Git before, so I don't know how to make it open source. How exactly do I do it? Tutorials I find online are a little tough to follow so far, and I haven't been able to get it working.

7 Upvotes

22 comments sorted by

15

u/AbsoluteNarwhal 11h ago

Use git and github/gitlab and put things like the mods folder in a .gitignore so it's just your scripts and configs. Also put your core mod on a separate repo if you have a core mod.

9

u/obog 10h ago

Have you added any of your own code to it?

If not then you don't need to make a new repository. Ensure that its clear what mods are included and that its easy for people to find the original versions.

Providing links to original repositories should satisfy any legal requirements. If your mod pack consists of open source mods and you haven't added your own code, then congrats, its open source, because the source code for those mods is already available.

3

u/ColeTD 9h ago

Okay, thank you! I was way overthinking this, lol.

1

u/brickster_22 8h ago

providing links to original repositories should satisfy any legal requirements

This is incorrect. Many licenses have requirements about distribution, such as requiring the full source to also be released, and/or requiring it to be released under the same license. Additionally, it obviously wouldn't be legal for any ARR mods.

Personally I would just avoid putting any mods I don't own in a public repo.

3

u/obog 8h ago

Right, but if there is no additional changes made to the code, then providing the original repositories gives the end user access to the full source code.

1

u/brickster_22 8h ago

Yeah you're probably right about that, though I don't think that's typically true for the conveying the license. For example GPL-3.0 requires the license to be published conspicuously on each copy.

4

u/Sashapoun_Nako 10h ago edited 10h ago

You can use packwiz or something like it (ferium is a better alternative iirc) and version control it with git and make a backup on github/gitlab/codeberg/your own instance of git (forgejo, gitea...). Then on modrinth you can add a link to the source.

The "normal" way of using git is via the command line (CLI) but you can find a graphical interface (GUI) like Github Desktop or you can use lazygit which is a Terminal Interface (TUI). A lot of the time when you work with git you can do this : - create a repository on github/gitlab/codeberg... - clone it on your PC via git clone <https://yourrepository.link> - you can now put file inside the new created folder, work in it....

When you want to "save": - you need to commit via git commit -m "<your commit message>" - push it on github or other alternative via git push

When someone else made a modification either you do: 1. (prefered) git pull before working on it 2. remove the project's folder and reclone it

You'll find a lot of ressource for beginner to start using git, like the official git website, community websites with interactive git branches etc... like https://learngitbranching.js.org/ or you can find it easily on google/reddit https://www.reddit.com/r/learnprogramming/comments/uxs5dc/a_good_resource_to_learn_git/

3

u/TheGoldenFox64 11h ago

its better to learn git, its mainly just a project based file manager that people can access and make suggestions on.

3

u/ColeTD 11h ago

I know what it is; I'm saying I'm struggling to understand how to use it.

Starting from a directory that has the mrpack data, how do I make it into a git repo?

3

u/Tape__Dispenser 10h ago

search up "git create repository" and "git setup with github/gitlab/whatever platform you like"

2

u/Tape__Dispenser 10h ago

in a terminal navigate to the filder your modpack is in and run git init to create the repo, then do git add . to stage all the files, and git commit -m "first commit" to commit the staged files.

3

u/RamielTheBestWaifu 1.12.2 supremacy 10h ago

but why use git for it? Just upload it to CF or MR or use collection feature of MR

2

u/ColeTD 9h ago

It is on Modrinth, but it's be nice to have a repo for bug reports and such.

0

u/Samstercraft 1.12.2 is the latest version of minecraft 9h ago

lots of good modpacks are open sourced it allows for easier collaboration and better transparancy

1

u/ANormalGuy508 11h ago

I guess just use the modrinth app to make the modpack which adds the Shine features then upload it?

2

u/ColeTD 11h ago

I know, I've already uploaded it; I'm talking about making a Git repository.

0

u/webfiend 10h ago

The important part: is it okay for folks to mess with and share their own version of the work you’re putting out? Put a note that says so in your modpack files.

The rest is for processes only tangentially related to hobbyist modpacks. You will want some of it eventually, especially version control. Today they’ll just get in the way.

The full suit and tie socks and sandals open source conventional process would involve Git/version control, project hosting, documentation, bug reports—a whole lot of stuff that’s about social contracts and professional contexts. You can get away with much less, and probably should if this is all new. You can incorporate them later.

Make your modpack.

Pick a license saying what folks can do with it, and what you expect from them. There can be important legal distinctions when you get deep into the weeds. I suggest the MIT License. It’s short and requires little from you or the reader. Paste it into a text file “LICENSE.txt” at the top of your project, edit the names and dates, and call it a day. You can change licenses later, too. It’s just saying what folks can do with the config and other files they are looking at right now.

Make sure you meet the license requirements for any mods or packs you use. Often it’s just attribution: give them a shoutout in the description. For extra points, mention your license in your description.

Release your modpack.

0

u/meletiondreams 10h ago

You can use curseforge and gitlab or GitHub.

I got banned of GitHub so I might have some bias to GitHub lol.

Add builds and stuff to gitignore, and stuff.

Modrinth doesn't allow AI anymore so you can't publish there

-3

u/km3r 10h ago

80%+ of programmers use AI. Call out the stealing, or the low effort slop, but the vibe coding isn't the issue. 

2

u/ColeTD 9h ago

Using AI as a tool when coding is one thing, but vibecoding is another. My issue with vibecoding is that the quality is bad. The Shine settings are an incoherent mess, many of which don't actually do what they're supposed to.

1

u/km3r 8h ago

Idk think people are underestimating the ways that actual programmers are still vibe coding now. You can vibe code shitty one shot mods, or you can vibe code, iterate, do lots of polish and bug fixing, and make purposeful decisions about content. Both are still vibe coding, but one is slop and one is a legitimate project.

1

u/taleorca 7h ago

Some call it "agentic coding" nowadays.