Modpacks
Status: Partly implemented. The Celestial launcher can export an instance (its mods, configs, resource and shader packs, saves and options) to a zip and import it again, which is how you share a set of mods today. A
.clpackformat with exact versions and hashes, modpack projects on the website and one-click updates are Planned.
Sharing a set of mods today
- Set up an instance in the Celestial launcher: install the mods from the website (dependencies come along), add configs, resource packs and shader packs.
- Export the instance. The export contains the instance folder (
mods/,config/,resourcepacks/,shaderpacks/,saves/,options.txtand the instance settings), without logs. - Others import the file in their launcher and get the same instance.
Before you share an export, remove worlds you don’t want to give away, and check that every mod’s licence allows redistribution. Linking to the mods’ website pages instead of shipping their files is always allowed.
Server packs
A server only needs the server-side and both-sides mods ("side": "server" or "both"); client-only mods are skipped by a dedicated server anyway. Copy the .clmod files into the server’s mods/ folder and its config files into config/.
Planned
- A
.clpackfile: a manifest with the exact mod versions and SHA-256 hashes from the website index, plus overrides (configs, packs). The launcher downloads and verifies each mod, so the pack itself contains no third-party files. - Modpack projects on the website, with versions, review and updates like mods.
- Updating an installed pack in place, keeping the player’s own changes.