The Modsmith Guide

Mod boldly. Stay legit.

Modding is how half of today's game developers got started, and most studios welcome it. There are a few lines you must not cross. This guide covers all of them in plain language.

00 · Brand newNever done this before? Start here

A mod is a set of files you add to a game to change it: a new sword, a new recipe, a chest with more space. You don't need to be a programmer. Most first mods are a few changed numbers and words.

Your path, in four steps

  1. Check you have the computer version of the game. These studios make mods for PC and Mac. For Minecraft that means Java Edition.
  2. Pick a beginner game. Minecraft and Stardew Valley need no programming at all.
  3. Open its studio with Guided mode on. The lessons explain every file, highlight what to change and check your work.
  4. Read the rules below once. Ten minutes now keeps your mods safe to share.

Start my first mod in Guided mode

Common worries

QWill a mod break my game or computer?

Mods from the studio only add files to your game's folders. To undo one, delete the file you added. Back up worlds and saves before trying any mod, just in case.

QDo I need to know how to code?

No. The first lessons only change numbers and words. You'll write your first line of code a few minutes in, with a hint beside you.

QCan I get banned?

Not for single-player mods like these. The risk is cheating in online games. See Multiplayer and anti-cheat.

QDoes it cost anything?

Modsmith is free, and so are the mod loaders it uses. You just need to own the game.

QWhat if I mess up?

Every studio has Reset to starter template. Your project saves as you type, and Undo works in the editor and the pixel editor.

QCan I mod on console or phone?

Not with these studios. Console versions don't allow custom files. Minecraft Bedrock has its own add-on system that isn't supported yet.

01 · Start hereThe golden rule

Share what you made. Never share what the game made.

Your code, your textures, your sounds and your JSON are yours. The game's own files (its executable, its textures, its music, its models) belong to the studio, even if they're sitting on your hard drive. A legal mod tells the game to do something new using your own content, and refers to the game's content by name instead of copying it.

That's why a Factorio mod can say "copy the iron chest prototype and make it bigger" without including a single iron chest image, and why a Minecraft resource pack should contain only textures you drew yourself.

Not legal advice. This guide summarizes common rules so you know what to look for. Each game's EULA and terms of service are what actually apply, and they can change. When you plan to sell something or you're unsure, read the official terms or ask the publisher.

02 · The linesDo & don't

DoRead the EULA once

Search it for "mod", "modification", "user content" and "commercial". Five minutes tells you what the studio allows.

DoUse official tools

Data packs, tModLoader, SMAPI, the Factorio mod API, the GMod Lua API, the Creation Kit. If the studio built or endorsed it, you're on solid ground.

DoMake or license every asset

Draw it, record it, or take it from a source with a clear license. Keep a CREDITS.txt listing where each asset came from.

DoCredit other modders

Built on someone's library or learned from their code? Credit them, and follow their mod's license.

Don'tRedistribute game files

No game textures, models, music, maps or executables in your download, even modified ones. Patch or reference them instead.

Don'tBreak DRM or piracy protection

Mods that crack, unlock paid content or bypass purchase checks are illegal in most countries, whatever the EULA says.

Don'tRip assets from other games

Porting a character model from one game into another is copyright infringement. It's the most common reason mods get taken down.

Don'tCheat in online games

Aimbots, wallhacks and mods that give an advantage in competitive multiplayer get accounts banned and can break the terms of service.

CheckSelling your mod

Many games forbid selling mods or locking features behind payment. Some allow donations or official marketplaces. Read the commercial-use rules first.

CheckUsing brand names

Calling your mod "Official Minecraft Update" implies endorsement. Use descriptive names like "Better Arrows for Minecraft".

03 · LicensesAsset licenses decoded

Every asset you didn't make needs a license that lets you use it. These are the ones you'll meet in the Asset Vault and around the web.

LicenseUse in a free mod?Use in a paid project?What you must do
CC0 / Public DomainYesYesNothing. Crediting is still a nice habit.
CC BYYesYesCredit the author, link the license, say if you changed it.
CC BY-SAYesYesCredit the author, and release your edited version of that asset under CC BY-SA too.
CC BY-NCYesNoCredit the author. No selling, paywalls, or ads tied to it.
CC BY-NDOnly unchangedOnly unchangedCredit the author and don't modify it. Rarely useful for mods.
MIT / Apache / BSD (code)YesYesKeep the license text and copyright notice with the code.
GPL / LGPL (code)YesYes, with conditionsShare your source under the same license when you distribute it.
"Free to use", no licenseRiskyNoAsk the creator in writing, or skip it.
Game's own assetsReference onlyNoPoint to them by name or path. Don't copy them into your download.

04 · Per gameGame-by-game rules

Minecraft: Java Edition

Mojang's EULA and Usage Guidelines allow mods, data packs and resource packs. Don't distribute Minecraft's code or assets, and don't present your mod as official. Monetization is limited, so read the guidelines before you charge for anything.

Terraria

Re-Logic supports tModLoader, which is distributed free on Steam. Mods are shared through its Workshop. Use your own sprites and sounds, and keep mod content inside tModLoader rather than patching the vanilla game.

Stardew Valley

ConcernedApe welcomes mods, and SMAPI and Content Patcher are the standard tools. You may unpack the game's content files to study them, but ship only your own art and data.

Factorio

Wube built modding into the game and hosts the official mod portal, which installs mods from inside the game. Reference base-game graphics by path; don't copy them into your zip.

Garry's Mod

The whole game is a modding platform, and addons go on the Steam Workshop. The big risk is content ripped from other games: models, maps and sounds from other titles get removed and can earn copyright strikes.

Any other game

Look for an official SDK, editor or Workshop page first. No official support doesn't automatically mean modding is banned, but it does mean reading the EULA carefully and never touching online or anti-cheat systems.

05 · OnlineMultiplayer and anti-cheat

Single-player mods are almost always fine. Online play is where people get banned, so follow three rules:

  • Server-side and cosmetic mods are usually OK. Your own Minecraft server, a Garry's Mod gamemode, a resource pack only you can see.
  • Anything that gives you an edge over other players is cheating. That includes seeing through walls, auto-aim, speed hacks and reading hidden game memory, even if it's "just a mod".
  • Never tamper with anti-cheat. Games protected by systems like Easy Anti-Cheat or BattlEye ban accounts for injecting code, whatever the mod does. Turn mods off before joining protected servers.

06 · ReleasePublishing your mod

Use the official channel when there is one. Players trust it and it handles updates for you.

  • Minecraft: Modrinth or CurseForge for packs and mods.
  • Terraria: the tModLoader Steam Workshop, published from inside the game.
  • Stardew Valley: Nexus Mods, plus a ModDrop or GitHub release for update checks.
  • Factorio: the official mod portal at mods.factorio.com.
  • Garry's Mod: the Steam Workshop, uploaded with the game's gmpublish tool.

Your release checklist

  1. Every asset is yours or has a license that allows it. A CREDITS.txt lists the sources.
  2. The download contains no game files.
  3. The name and description don't suggest it's official.
  4. You've picked a license for your own work. MIT for code and CC BY for art are friendly defaults.
  5. You've tested on a clean install, with only the mods you list as requirements.

07 · Hands onYour first mod in five minutes

  1. Open the Minecraft studio. The starter "Hello Pack" is already loaded.
  2. Open datapack/data/hello/function/starter_kit.mcfunction and change cooked_beef 16 to golden_apple 3.
  3. Open the texture diamond_sword.png and press Edit pixels. Recolor the blade and save.
  4. Press Build mod. You get two zips: a data pack and a resource pack.
  5. Follow the Install tab, join your world and type /function hello:starter_kit.

That's a real, legal mod: your commands, your texture, no game files copied.

08 · WordsGlossary

EULAEnd User License Agreement: the contract you accepted when you installed the game. It says what you may do with it.
Data packA Minecraft folder or zip of JSON and function files that changes recipes, loot, advancements and commands without code injection.
Resource packA Minecraft folder or zip of textures, sounds and models that replaces how things look and sound.
Mod loaderA tool that loads compiled mods into a game: Fabric, NeoForge, tModLoader, SMAPI.
Content packA mod made of data and images that another framework mod reads, such as Content Patcher packs for Stardew Valley.
PrototypeIn Factorio, a definition of a thing in the game (item, entity, recipe) created in data.lua.
HookA named moment in the game you can attach code to, like "when a player spawns" or "every frame".
NamespaceYour mod's unique ID prefix, such as hello:, so your names never collide with the game's or other mods'.
TextureAn image applied to a block, item or model. Minecraft items are usually 16×16 pixels.