• ⚠️ Mod Release Rules now apply to this board.

    All mods must include a license, source code (for executable mods), and proper attribution.

    Read the full rules here before posting.

Mod Release Rules

Terra Incognita

Head of Product
Ahwoo Staff
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Download Disclaimer​

All mods are downloaded and used at your own risk.
You are responsible for any damage, data loss, or security issues caused by third-party mods.
Always review source code and be cautious about what you run.




0. Definitions​

  • Mod - Any original or derivative work intended to expand or modify Kitten Space Agency, including plugins, asset replacements, configuration files, or standalone tools.
  • Dependency - Another mod required for your mod to function.
  • Asset-only mod - A mod containing only non-executable content (textures, models, sounds, configuration files, etc.) with no code that executes.
  • Modpack - A curated list of other mods, released together as one install. A modpack links to each mod's original download and never re-hosts or bundles another author's files.




1. License Requirement​

Every mod must have a clearly stated license that specifies what others can do with your work.

Requirements:
  • Include the full license text in a LICENSE or LICENSE.txt file in your download;
  • Clearly state the license type in your forum post (e.g., "License: MIT");
  • Clearly state the license in your external hosting location.
If you're unsure which license to choose, see choosealicense.com for guidance.

Including others' work: If your mod includes or depends on someone else's work (code, assets, etc.), you must:
  • Ensure your license is compatible with theirs;
  • Include their license files in your download;
  • Credit the original author(s);
  • Comply with all terms of their license.
We recommend using mod managers or dependency lists instead of bundling others' mods when possible.

If you're releasing a curated pack of mods, see Section 4.






2. Source Code Requirement​

All mods containing executable code (plugins, DLLs, standalone applications, scripts) must make source code publicly available.

You must:

  • Host your code on a public repository, e.g., GitHub, and link it in your forum post and download location, OR;
  • Include complete source code in your download package.
Asset-only mods (textures, models, configs only) are exempt from this requirement, but must still have a license.




3. Required Information​

Your forum post must include:
  1. Mod name and version;
  2. License type (e.g., "MIT", "GPL-3.0", "CC-BY-4.0");
  3. Download link to external hosting;
  4. Source code link (if mod contains executable code);
  5. List of dependencies (if any) with links to original mods;
  6. A brief description of what the mod does.
For a modpack, follow Section 4 instead of the dependency list above.

If your mod includes others' work, document:
  • Original author(s);
  • Their license(s);
  • Version(s) used;
  • Link(s) to original work.




4. Modpacks​

A modpack is a curated set of other mods, released as a single install.
Follow these rules as well as the requirements above.

4.1 Use the Modpack tag​

Tag any release that curates other mods with the Modpack prefix.

4.2 Link only​

Don't re-host or bundle other authors' files, even when their license allows it.
Link to each mod's original download.

4.3 List every included mod​

For each mod in your pack, give:
  • Name and version;
  • Author;
  • License;
  • Download link;
  • Link to its thread on Mod Releases.

4.4 Include listed mods only​

Only include mods that already have their own thread on this board.

4.5 Publish the source of your own code​

Publish the source of any scripts, code, or tools your pack adds, as Section 2 requires.
If your pack's own files are config only, it counts as asset-only, and you still need a license for those files.

4.6 Keep it current​

When an author updates a mod in your pack, update the pack or mark it outdated in the thread title or first post.
Remove a mod from your pack if its author asks.




5. Enforcement​

We rely on the community to help identify rule violations. We cannot manually verify every mod file or review every line of code.

If you see a mod violating these rules, please report it.

Users are responsible for reviewing source code and making informed decisions about what they download and run. The source code requirement exists so you can check what you're installing.

Violations may result in:
  • Request to update mod to comply;
  • Thread lock until compliance;
  • Removal of download links;
  • Warnings or bans for repeated/intentional violations.




6. Questions & Feedback​

These rules evolve based on community needs. If something is unclear or seems wrong, please discuss it with us. We're open to refinement!
 
Last edited:
My mod uses xmls modified from the ones provided by KSA. How does licensing work in that case, what license are you using?

In the meantime I think I'll just remove my mod, I don't want to get in any trouble.
 
My mod uses xmls modified from the ones provided by KSA. How does licensing work in that case, what license are you using?

In the meantime I think I'll just remove my mod, I don't want to get in any trouble.
Hey, great question - I'm getting an answer for you.

In the meantime, please feel free to keep XML mods up. Source code isn't required for these either, as they're asset mods.
 
That's simple actually!

Any game which allow or promote community modding (as KSA does) should have a EULA, and they are all basically worded the same.

Assets from that game are covered under the EULA, and it is technically the EULA that is necessary to include in the mod.

For example, a mod which uses modified KSA assets cannot by definition be MIT or any of the commercial licenses, as inclusion of those assets can only be used with the source software as defined by the EULA, so that is the license.

I don't think Rocketwerkz will care if we include the EULA or not right now, as I cannot even find one in the files, so that's something they will need to provide, but it is more important to make sure mods which do include their assets are not under commercial license, etc.
 

2. Source Code Requirement​

All mods containing executable code (plugins, DLLs, standalone applications, scripts) must make source code publicly available.

You must:

  • Host your code on a public repository, e.g., GitHub, and link it in your forum post and download location, OR;
  • Include complete source code in your download package.
Asset-only mods (textures, models, configs only) are exempt from this requirement, but must still have a license.
Hi @Terra Incognita , I was wondering if there could be some clarification around the following area, which was never clarified for another beloved title. The Rule #2 states that executable code (plugins, DLLs, standalone applications, scripts) must have publicly available source code but it does not mention or clarify the stance on shaders. I would argue that shaders would fall under the category of this as they are essentially instructions that are sent to the GPU/CPU and therefore executable code. They are written in a programming language, compiled, and then executed every frame by the CPU/GPU. In that sense they are no different in principle from any other code library; they are constrained, but they are still compiled code being executed, not passive data.

Could shaders be added to the list in your Rule #2 or could that section be expanded? There is additional nuance around shaders as custom text-based shaders (GLSL/HLSL/etc.) would be considered executable code and would therefore have to comply with Rule #2, but purely node-based materials created in a third-party editor would be treated as asset-only. Would be good to clear up any grey areas.
 
Hi @Terra Incognita , I was wondering if there could be some clarification around the following area, which was never clarified for another beloved title. The Rule #2 states that executable code (plugins, DLLs, standalone applications, scripts) must have publicly available source code but it does not mention or clarify the stance on shaders. I would argue that shaders would fall under the category of this as they are essentially instructions that are sent to the GPU/CPU and therefore executable code. They are written in a programming language, compiled, and then executed every frame by the CPU/GPU. In that sense they are no different in principle from any other code library; they are constrained, but they are still compiled code being executed, not passive data.

Could shaders be added to the list in your Rule #2 or could that section be expanded? There is additional nuance around shaders as custom text-based shaders (GLSL/HLSL/etc.) would be considered executable code and would therefore have to comply with Rule #2, but purely node-based materials created in a third-party editor would be treated as asset-only. Would be good to clear up any grey areas.
Shaders are not compiled code, they are plain text and can already be read in the file and cannot execute malicious code that presents a threat to the user.
 
Hey, great question - I'm getting an answer for you.

In the meantime, please feel free to keep XML mods up. Source code isn't required for these either, as they're asset mods.
Do you have any new information regarding this?

Also, do all mods need to be externally hosted? I would assume so since otherwise you'd be hosting a bunch of files which takes up a lot of server space. But it would be good for clarification.
 
Hey, great question - I'm getting an answer for you.

In the meantime, please feel free to keep XML mods up. Source code isn't required for these either, as they're asset mods.
I too would like to know, I'm considering uploading my Circumbinary Sol system mod to the WIP forum, since Sol is (currently) the default system in KSA.
 

3. Required Information​

Your forum post must include:
  1. Mod name and version;
Should the modId (How the mod name/id is declare in the `manifest.toml`, `mod.toml`, and mod folder name) be unique with the potential for a different display name? Just wondering as I am trying to make a mod manager.
 
We've updated the rules to cover modpacks.
  • Added a Modpack definition to Section 0: a curated set of other mods, released as one install, that links to each mod's original download.
  • Added Section 4, Modpacks:
    • 4.1: tag the release with the new Modpack prefix.
    • 4.2: link to each mod's original download; don't re-host or bundle other authors' files.
    • 4.3: list every included mod with its name, version, author, license, download link and Mod Releases thread.
    • 4.4: include only mods that already have their own thread on this board.
    • 4.5: publish the source of any scripts, code or tools the pack adds.
    • 4.6: when an author updates a mod in your pack, update the pack or mark it outdated, and remove a mod if its author asks.
  • Sections 1 and 3 now point to Section 4 for modpacks.
  • Renumbered Enforcement and Questions & Feedback to Sections 5 and 6.
 
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