I did a little searching and found a couple related ideas, but none that picked up enough steam, and none that quite went to this extent...
The mod API is slowly on track to be added into the game. Some preliminary work has come around (such as command blocks) which simplified some work for Mojang, but the actual API is still in the making. Dinnerbone announced that he's working on a new version of the launcher, and said it would support multiple .jar versions, which makes me very happy.
This brought an idea to my mind: What if it supported multiple modpacks?
Yes, the Tekkit launcher is widely used, and yes so is the Curse Client, but neither of them are official, and neither are widely supported, unfortunately. So, if the vanilla launcher itself can support multiple iterations of the game (presumably as many as you want), why not feature them as well?
I submitted a request on the API branch of the Minecraft Issue Tracker [MCAPI-423], but I wanted to see what the broader community might think of it. The idea has a few core concepts:
1) Modders would be able to publish their API compatible mods (or mod packs) to Mojang. 2) Once approved, they could appear on a master list of mods for people to browse and easily download separate from vanilla Minecraft. 3) They should be automatically sorted by singpleplayer and multiplayer capable mods, because some people will have issues getting them to work both ways. 4) By default, the most popular mods (most downloaded/played/highest rated/etc.) would appear on top of the list. 5) Some newer mods would appear on a "Modcast" if you will, where people can download and play them, possibly giving the modder some ideas for future version.
This can be seen as similar to how Blizzard Entertainment handles custom StarCraft maps, but that's kinda the idea. The system is successful. Maybe it would be divided between mods, vanilla maps, a server list, and a texture pack database, and any one or all would be very useful amongst the community no doubt.
Note: It was pointed out to me on [MCAPI-423] that #3 is mostly redundant, as they fixed most issues with singpleplayer/multiplayer differences, and deleted almost all duplicates in the game. This did solve most issues with it, but I would think there are a couple difficulties still sprinkled here and there.
The problem is that Mojang doesn't really have anywhere to host mods, and they can't afford servers.
I don't think Mojang would have an issue hosting a server for community creations. Each mod would be only as big as the .jar itself, if slightly bigger, which is about 5-7MB. Not very much data. Besides, there are plenty of community-driven servers that manage. Curse itself is one example.
Honestly, no. When you say "popular", that would create a lot of wars in the community. People will be upset, and even angered when their favorite mod isn't on the launcher.
Anyways, Mojang has no affiliation with any mod creators - besides, if they wanted to show mods, they'd have part of the Mojang Team working on some.
You're right about the split work force, I admit. But explain to me what you mean by wars in the community. There'd be competition, yes, but I hardly doubt it would create an uprising,
on a side note, i recall the late april fools update. you can consider it as a mod
Technically you can, but outside of things that were probably planned way in advance, Mojang does have no affiliation with modders. Also, they don't really have a reason to add this. As the OP already said, community run places like Curse handle this just fine. The difference is:
Curse makes a buttload of money from ads and Curse Premium Also, while they do have a lot of backend staff that handles servers, customer support, and some stuff like this, almost all of the forum/wiki staff are volunteers except for a few people here and there. They also don't have a staff of people developing a game as a full time job. For those reasons something like this should be done through Curse or PlanetMinecraft, not by Mojang. Mojang should never appear to affiliate with (outside the rare project like MC 2.0) or promote certain mods or modders. That is Minecraft community, so Minecraft community sites should handle it.
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I suppose we should find out what those guys have planned for the new launcher. Dinnerbone said he was adding multiple .jar support, which brought to mind 3rd party clients like the Tekkit launcher. I just really hope something like that gets intergrated. Not that the Tekkit launcher is bad, but it can get...messy, at times.
I suppose, with that in mind, mind if I ask if anyone else has a more plausible idea?
The mod API is slowly on track to be added into the game. Some preliminary work has come around (such as command blocks) which simplified some work for Mojang, but the actual API is still in the making. Dinnerbone announced that he's working on a new version of the launcher, and said it would support multiple .jar versions, which makes me very happy.
This brought an idea to my mind: What if it supported multiple modpacks?
Yes, the Tekkit launcher is widely used, and yes so is the Curse Client, but neither of them are official, and neither are widely supported, unfortunately. So, if the vanilla launcher itself can support multiple iterations of the game (presumably as many as you want), why not feature them as well?
I submitted a request on the API branch of the Minecraft Issue Tracker [MCAPI-423], but I wanted to see what the broader community might think of it. The idea has a few core concepts:
1) Modders would be able to publish their API compatible mods (or mod packs) to Mojang.
2) Once approved, they could appear on a master list of mods for people to browse and easily download separate from vanilla Minecraft.
3) They should be automatically sorted by singpleplayer and multiplayer capable mods, because some people will have issues getting them to work both ways.
4) By default, the most popular mods (most downloaded/played/highest rated/etc.) would appear on top of the list.
5) Some newer mods would appear on a "Modcast" if you will, where people can download and play them, possibly giving the modder some ideas for future version.
This can be seen as similar to how Blizzard Entertainment handles custom StarCraft maps, but that's kinda the idea. The system is successful. Maybe it would be divided between mods, vanilla maps, a server list, and a texture pack database, and any one or all would be very useful amongst the community no doubt.
Note: It was pointed out to me on [MCAPI-423] that #3 is mostly redundant, as they fixed most issues with singpleplayer/multiplayer differences, and deleted almost all duplicates in the game. This did solve most issues with it, but I would think there are a couple difficulties still sprinkled here and there.
[MCAPI-423] "Modcast"
I don't think Mojang would have an issue hosting a server for community creations. Each mod would be only as big as the .jar itself, if slightly bigger, which is about 5-7MB. Not very much data. Besides, there are plenty of community-driven servers that manage. Curse itself is one example.
You're right about the split work force, I admit. But explain to me what you mean by wars in the community. There'd be competition, yes, but I hardly doubt it would create an uprising,
[MCAPI-423] "Modcast"
Technically you can, but outside of things that were probably planned way in advance, Mojang does have no affiliation with modders. Also, they don't really have a reason to add this. As the OP already said, community run places like Curse handle this just fine. The difference is:
Curse makes a buttload of money from ads and Curse Premium Also, while they do have a lot of backend staff that handles servers, customer support, and some stuff like this, almost all of the forum/wiki staff are volunteers except for a few people here and there. They also don't have a staff of people developing a game as a full time job. For those reasons something like this should be done through Curse or PlanetMinecraft, not by Mojang. Mojang should never appear to affiliate with (outside the rare project like MC 2.0) or promote certain mods or modders. That is Minecraft community, so Minecraft community sites should handle it.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I suppose, with that in mind, mind if I ask if anyone else has a more plausible idea?
[MCAPI-423] "Modcast"