So, after going through what can often times be the pain of having to download an install a few mods only to find they're incompatible, I decided to question that process. What if there were a system that downloaded and installed mod for you? After seeing that one mod installer go down in flames after claims of people submitting mods that didn't belong to them, I decided to develop on what could have otherwise been a successful platform, while solving the problems that it had. I don't pretend to know everything about what I've come up with here but I do think it's not outside the realm of possibility and if Notch implemented something similar I feel he would be capitalizing on a large part of his creation: The contributions of others. By providing a home for mod publishers and players alike to discover and submit mods, I believe this game could take off just that bit more.
So, without further ado, here's my idea!
Mod Browser
The Mod Browser allows users to discover and install mods they like, while providing a place for mod developers to submit and manage their creations.
Home Page
The Home Page for the Mod Browser would hold two main sections, giving users a quick glance at trending mods and direct access to powerful search tools.
Trending Mods
Users will have access to a few different ways to track mod trends.
Top Mods: The top mods of all time, determined by the number of Favorites and Likes they've received.
Currently Trending: The top mods of the past week, determined by the number of Favorites and Likes they've received.
Favorites: All mods that the user has favorited and liked, the Favorited ones first.
Users can change which list they're currently viewing and the last viewed list is saved as the default for their next login.
Search
Users will be able to search through mods fairly effectively using a combination of the author's name, mod title and mod keywords. A predetermined list of keywords - meant to provide some organization - and the last few search phrases the user searched will be readily available below the search bar.
Mod Page
Clicking on a mod's entry in either the search results or the trending mods list will open its page. Details will be oriented in such a way that users will be able to find and focus on what's important to them. Details include the mod's name, author's name, mod Likes, mod picture, mod description, mod Tags, mod Flags and player comments. Options to Like, Favorite, comment on, and of course download the mod will also be available.
Mod Tags
Mod Tags are the keywords a mod is identified with. For example, Industrial Craft may be tagged "Technology" and "Mining", along with "Pipes". There would be a predetermined set of keywords a mod publisher could select from but they would also be able to add their own custom Tags as well. Having a predetermined set of keywords (and putting them on the home page as default searches) would promote organization by giving all mods a simple pool to identify with. Custom Tags would allow mod publishers to create their own networks between mods. Clicking a Tag on a Mod Page or the Home Page would automatically conduct a search on it. Any content added by the game, including all blocks, entities, items, dimensions and mechanics, would automatically be added as Tags.
Mod Flags
Mod Flags are, on the surface, simple yes/no answers to whether or not a mod adds a particular sort of content. But, by defining what exact content falls under each category, they give the user a quick glance over some of what the mod is going to do to their game. Mod Flags include: Adds Items, Adds Blocks, Adds Entities, Generates Blocks, Creates Dimension, Adds Mechanic, Generates Structures, and Aesthetic Changes. Mod Flags compliment a mod's description by providing useful information in organized categories that could be collapsed and expanded to show only the information that the user wants to see.
Liking Mods
After seeing the effects of various rating systems, I'm certain that a simple Like and Favorite method would be perfect for the Minecraft modding community. This way, good mods are pushed to the top while no mod is necessarily pushed down just because some people flame it/don't like a particular aspect of it. Liking a mod adds it to your Liked Mods list, allowing for easy return to the mod's page in the future.
Favoriting Mods
Favoriting a mod prioritizes it on your Liked Mods list, but instead of just being added to the list as when you Like something, it's pushed to the top of the list. You can only favorite up to 3 different mods at a time, but your favorite is worth more points towards a mod's score than just a normal Like. This means that mod developers will be competing for the scarce Favorite, but it also means that mods with Favorites will be quality mods.
Attempting to Favorite a fourth mod will bring up a screen with the option to replace an existing mod on your Favorites list or cancel the Favorite all together.
Adding Mods
To add a mod to their game, all a user has to do is click the download link, both in the "Download" text under the picture and the picture itself. Doing so will add the mod to an installation queue (after a quick "Are you sure?" prompt) which will download and install the mod in the background. To cancel a download/installation, press F1 to bring up the Mod Queue page, select the mod you wish to stop, and click the "Cancel" button.
Mod Packs
A point of debate among some users is that of mod packs. Ignoring for the moment the inherent difficulty of coordinating mods that don't usually work together, those mod publishers that want to see ad revenue cry foul when they see an alternative download method for their mod. So, to start off, any user would be able to make a mod pack by simply adding mods into mod lists that would appear on their page. However, if the pack contains a mod whose publisher wants ad revenue, the player would be directed to a page with just the download button for the mod and an ad on it. After clicking "Download", the page would shift to the next in the list and so forth.
Mod Manager
Much like the Mod Browser, the Mod Manager holds a list of mods. However, since these are mods you have installed, you can toggle their state, uninstall them and even edit their setting from the Mod Manager.
Managing Installed Mods
Editing Settings
Along with an in-game options menu for each mod, there would be a settings page on each of the mod pages for those you've downloaded. In fact, it would enable mods to only allow certain settings to be changed in the Mod Manager to avoid in-game conflicts.
Toggling Mods
Toggling a mod allows a player to effectively turn it off, while still keeping all of its files intact on your computer. It also allows you to turn it back on at whim, as though it hadn't been turned off in the first place. You would even be able to toggle mods on a per-world basis, giving different worlds different gameplay experiences.
Uninstalling Mods
Getting rid of a mod you no longer want is simple enough with the Mod Manager. Uninstalling a mod ensures no files remain behind, though the player is offered the chance to archive their settings and in-game content if they want.
Behind the Scenes
Content Removal
Removing a mod (either by toggling it or uninstalling it) also removes its content. Mods that add blocks, entities or items replace them with Vanilla blocks, entities or items as determined by the mod's Content Replacement file. Mods that add dimensions simply close their dimension and delete its files.
Content Storage
Rather than just removing content, the player can also choose to extract the content data from their save(s) and archive it for possible later use. Doing so will, on the next installation of the mod, prompt the user on whether or not to put the content stored in the archive back into the game.
It may or may not sound far fetched to the reader but, given mods such as WorldEditor and Too Many Items, I think mod content extraction code would be pretty straightforward. On requesting that mod content be archived, the mod content extractor would go through the applicable saves, look for the content provided by the mod, and save its location, type (ID), and other mod-specific data about it while at the same time consulting a Content Replacement file that contains the ID codes of the mod's content and corresponding Vanilla content that it should be replaced with (if any). This could all be done in-game with chunk scanning as well though I'm not sure how much that would affect game speed. With chunk scanning, when a chunk is loaded and some piece of content can't be defined (in other words there is no class for that ID), rather than crashing the game it could check to see if that ID is registered to be archived, and whether or not it is it would replace it with the Vanilla content (if applicable) from a universal Content Replacement file.
Mod Publishers
Designing Mods
Making a mod is just as code-oriented as before, allowing the same amount of flexibility. However, there would be an API for Vanilla content (ohaithur Notch, remember that idea?). Modders would also have an extra tool with the Content Replacement file. Along with the API, an ID Manager would automatically add mod IDs to the game's ID list (and subsequently notify the mod so it could change accordingly). And, if it's possible, there would be a way for mods that overwrite the same Vanilla file to have their code automatically integrated.
Managing Submissions
As a mod publisher, you have full control over the management of your mod. Rather than create a new mod page every time you update your mod, you can simply push an update on the mod's original page. When you update a mod, the older versions are instantly archived, allowing players to roll back their version if they prefer an older one. You would also have the option of deleting older versions in case they were bugged or similar.
Modder Compensation
Mod developers and players sometimes don't exactly see eye-to-eye on things like ad.fly. Users don't like the possible harm to their computers thanks to malware, but some mod developers feel they deserve compensation and I agree whole-heartedly. Along with a "Donate" button on a mod's page, there would also be an ad (or ads) that the developer would see the full proceeds of (sans server take if any); think Kongregate.com. This way the ads aren't invasive but they still generate revenue. A mod publisher would be able to tick whether or not they want these ads and the "Donate" button appearing on their mods.
Rollback Post to RevisionRollBack
Currently working on random projects. Have any coding problems? Feel free to PM!
Umm, are you looking for something like risugami's mod loader? Because that helps with mods being incompatible.
Only so much. Something integrated in the Vanilla release along with an ID manager (something similar to Forge) would be just the next step for Minecraft after it's finalized.
Rollback Post to RevisionRollBack
Currently working on random projects. Have any coding problems? Feel free to PM!
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So, without further ado, here's my idea!
Home Page
The Home Page for the Mod Browser would hold two main sections, giving users a quick glance at trending mods and direct access to powerful search tools.
Trending Mods
Users will have access to a few different ways to track mod trends.
Top Mods: The top mods of all time, determined by the number of Favorites and Likes they've received.
Currently Trending: The top mods of the past week, determined by the number of Favorites and Likes they've received.
Favorites: All mods that the user has favorited and liked, the Favorited ones first.
Users can change which list they're currently viewing and the last viewed list is saved as the default for their next login.
Search
Users will be able to search through mods fairly effectively using a combination of the author's name, mod title and mod keywords. A predetermined list of keywords - meant to provide some organization - and the last few search phrases the user searched will be readily available below the search bar.
Mod Page
Clicking on a mod's entry in either the search results or the trending mods list will open its page. Details will be oriented in such a way that users will be able to find and focus on what's important to them. Details include the mod's name, author's name, mod Likes, mod picture, mod description, mod Tags, mod Flags and player comments. Options to Like, Favorite, comment on, and of course download the mod will also be available.
Mod Tags
Mod Tags are the keywords a mod is identified with. For example, Industrial Craft may be tagged "Technology" and "Mining", along with "Pipes". There would be a predetermined set of keywords a mod publisher could select from but they would also be able to add their own custom Tags as well. Having a predetermined set of keywords (and putting them on the home page as default searches) would promote organization by giving all mods a simple pool to identify with. Custom Tags would allow mod publishers to create their own networks between mods. Clicking a Tag on a Mod Page or the Home Page would automatically conduct a search on it. Any content added by the game, including all blocks, entities, items, dimensions and mechanics, would automatically be added as Tags.
Mod Flags
Mod Flags are, on the surface, simple yes/no answers to whether or not a mod adds a particular sort of content. But, by defining what exact content falls under each category, they give the user a quick glance over some of what the mod is going to do to their game. Mod Flags include: Adds Items, Adds Blocks, Adds Entities, Generates Blocks, Creates Dimension, Adds Mechanic, Generates Structures, and Aesthetic Changes. Mod Flags compliment a mod's description by providing useful information in organized categories that could be collapsed and expanded to show only the information that the user wants to see.
Liking Mods
After seeing the effects of various rating systems, I'm certain that a simple Like and Favorite method would be perfect for the Minecraft modding community. This way, good mods are pushed to the top while no mod is necessarily pushed down just because some people flame it/don't like a particular aspect of it. Liking a mod adds it to your Liked Mods list, allowing for easy return to the mod's page in the future.
Favoriting Mods
Favoriting a mod prioritizes it on your Liked Mods list, but instead of just being added to the list as when you Like something, it's pushed to the top of the list. You can only favorite up to 3 different mods at a time, but your favorite is worth more points towards a mod's score than just a normal Like. This means that mod developers will be competing for the scarce Favorite, but it also means that mods with Favorites will be quality mods.
Attempting to Favorite a fourth mod will bring up a screen with the option to replace an existing mod on your Favorites list or cancel the Favorite all together.
Adding Mods
To add a mod to their game, all a user has to do is click the download link, both in the "Download" text under the picture and the picture itself. Doing so will add the mod to an installation queue (after a quick "Are you sure?" prompt) which will download and install the mod in the background. To cancel a download/installation, press F1 to bring up the Mod Queue page, select the mod you wish to stop, and click the "Cancel" button.
Mod Packs
A point of debate among some users is that of mod packs. Ignoring for the moment the inherent difficulty of coordinating mods that don't usually work together, those mod publishers that want to see ad revenue cry foul when they see an alternative download method for their mod. So, to start off, any user would be able to make a mod pack by simply adding mods into mod lists that would appear on their page. However, if the pack contains a mod whose publisher wants ad revenue, the player would be directed to a page with just the download button for the mod and an ad on it. After clicking "Download", the page would shift to the next in the list and so forth.
Managing Installed Mods
Editing Settings
Along with an in-game options menu for each mod, there would be a settings page on each of the mod pages for those you've downloaded. In fact, it would enable mods to only allow certain settings to be changed in the Mod Manager to avoid in-game conflicts.
Toggling Mods
Toggling a mod allows a player to effectively turn it off, while still keeping all of its files intact on your computer. It also allows you to turn it back on at whim, as though it hadn't been turned off in the first place. You would even be able to toggle mods on a per-world basis, giving different worlds different gameplay experiences.
Uninstalling Mods
Getting rid of a mod you no longer want is simple enough with the Mod Manager. Uninstalling a mod ensures no files remain behind, though the player is offered the chance to archive their settings and in-game content if they want.
Behind the Scenes
Content Removal
Removing a mod (either by toggling it or uninstalling it) also removes its content. Mods that add blocks, entities or items replace them with Vanilla blocks, entities or items as determined by the mod's Content Replacement file. Mods that add dimensions simply close their dimension and delete its files.
Content Storage
Rather than just removing content, the player can also choose to extract the content data from their save(s) and archive it for possible later use. Doing so will, on the next installation of the mod, prompt the user on whether or not to put the content stored in the archive back into the game.
It may or may not sound far fetched to the reader but, given mods such as WorldEditor and Too Many Items, I think mod content extraction code would be pretty straightforward. On requesting that mod content be archived, the mod content extractor would go through the applicable saves, look for the content provided by the mod, and save its location, type (ID), and other mod-specific data about it while at the same time consulting a Content Replacement file that contains the ID codes of the mod's content and corresponding Vanilla content that it should be replaced with (if any). This could all be done in-game with chunk scanning as well though I'm not sure how much that would affect game speed. With chunk scanning, when a chunk is loaded and some piece of content can't be defined (in other words there is no class for that ID), rather than crashing the game it could check to see if that ID is registered to be archived, and whether or not it is it would replace it with the Vanilla content (if applicable) from a universal Content Replacement file.
Mod Publishers
Designing Mods
Making a mod is just as code-oriented as before, allowing the same amount of flexibility. However, there would be an API for Vanilla content (ohaithur Notch, remember that idea?). Modders would also have an extra tool with the Content Replacement file. Along with the API, an ID Manager would automatically add mod IDs to the game's ID list (and subsequently notify the mod so it could change accordingly). And, if it's possible, there would be a way for mods that overwrite the same Vanilla file to have their code automatically integrated.
Managing Submissions
As a mod publisher, you have full control over the management of your mod. Rather than create a new mod page every time you update your mod, you can simply push an update on the mod's original page. When you update a mod, the older versions are instantly archived, allowing players to roll back their version if they prefer an older one. You would also have the option of deleting older versions in case they were bugged or similar.
Modder Compensation
Mod developers and players sometimes don't exactly see eye-to-eye on things like ad.fly. Users don't like the possible harm to their computers thanks to malware, but some mod developers feel they deserve compensation and I agree whole-heartedly. Along with a "Donate" button on a mod's page, there would also be an ad (or ads) that the developer would see the full proceeds of (sans server take if any); think Kongregate.com. This way the ads aren't invasive but they still generate revenue. A mod publisher would be able to tick whether or not they want these ads and the "Donate" button appearing on their mods.
Currently working on random projects. Have any coding problems? Feel free to PM!
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Curse PremiumLike the saying goes my friend, easier said than done.
Would I do it? Probably not. There's a reason it's in the Suggestions forum! I truly think this should be a part of Vanilla.
Currently working on random projects. Have any coding problems? Feel free to PM!
Only so much. Something integrated in the Vanilla release along with an ID manager (something similar to Forge) would be just the next step for Minecraft after it's finalized.
Currently working on random projects. Have any coding problems? Feel free to PM!