This is a JavaScript module built around the new CurseForge for Studios API (also formerly known as "Eternal API" and "CurseForge Core API") following the deprecation of the older, unnofficial API. It is designed to be easy to use and has zero dependencies 🙌. More information about the CurseForge for Studios API is available here.
This module provides TypeScript typings.
This module uses fetch()
under the hood to make requests. However, if you're using Node.js, keep in mind that fetch()
was not added until v17.5.0
, and is behind the --experimental-fetch
flag until v18.0.0
. For this reason, where fetch()
is unavailable, the module can use a fetch polyfill such as node-fetch.
Documentation is available here and is automatically generated from the source with TypeDoc.
Import the package depending on what type of environment you're using it in.
Install the package via npm:
npm install curseforge-api
and import it in your script:
import {CurseForgeClient} from 'curseforge-api';
Import modules directly via CDN (for example, esm.sh, Skypack, jsDelivr or unpkg):
// Recommended for Deno
import {CurseForgeClient} from 'https://esm.sh/curseforge-api';
// OR
import {CurseForgeClient} from 'https://cdn.skypack.dev/curseforge-api';
// OR
import {CurseForgeClient} from 'https://cdn.jsdelivr.net/npm/curseforge-api';
// OR
import {CurseForgeClient} from 'https://unpkg.com/curseforge-api'
Start by creating a client, which you will use to make most API queries:
const client = new CurseForgeClient('YOUR_API_KEY');
If you're using Node.js < v17.5.0, you'll want to provide a fetch()
polyfill such as node-fetch:
import fetch from 'node-fetch';
// Pass fetch to the client
const client = new CurseForgeClient('YOUR_API_KEY', {fetch});
You can also provide a different polyfill, for example, if you're running this in a browser environment and target older browsers that don't support fetch()
. As seen above, simply pass the polyfilled fetch
function to the client constructor via the options.
All classes, functions, enums, and types are documented here.
import {CurseForgeGameEnum} from 'curseforge-api';
const modsResults = await client.searchMods(CurseForgeGameEnum.Minecraft, {slug: 'jei'});
const jei = modsResults.data[0];
console.log(jei.name); // => 'Just Enough Items (JEI)'
console.log(jei.id); // => 238222
const jei = await client.getMod(238222);
console.log(jei.name); // => 'Just Enough Items (JEI)'
console.log(jei.id); // => 238222
import {CurseForgeModLoaderType} from 'curseforge-api';
const files = await mod.getFiles(238222, {
gameVersion: '1.18.2',
modLoaderType: CurseForgeModLoaderType.Forge,
pageSize: 1,
});
console.log(files.data[0].fileName); // => 'jei-1.18.2-9.7.1.232.jar'
const file = await mod.getFile(3847103);
console.log(file.displayName); // => 'jei-1.18.2-9.7.0.209.jar'
console.log(await file.getDownloadURL()); // => 'https://edge.forgecdn.net/files/3847/103/jei-1.18.2-9.7.0.209.jar'
For convenience, the game IDs that were available at the time of publishing are available as an enum. You can use this wherever you need to provide a game ID.
There are also enums and typings available for all documented types on the CurseForge for Studios API.