Discuss Scratch

Rocketpowered12
Scratcher
100+ posts

Mods for a Project

This suggestion is about the idea of creating a mod for a project and sharing it with the world. At first, this sounds just like remixing. However, there is a catch. The catch is that Mods still allow you to change stuff in a project, but all of the changes you made to that project are saved into a mod. This is very similar to creating mods for a game when you can stack them and get the theoretical definitive version of that game. This can even make Scratch a bit more fun as you can make your own random thing to change and people can stack it with another mod to make a brand new experience seen by none other with millions of combinations. If mods overthrow remixing, perhaps every single remix would be converted into mods.



Above in the image, I've created a mock-up of what it could look like using one of Griffpatch's most famous projects … Untitled-1. If a person were to make a mod that turns the Scratch Cat into Gobo and one that makes it spin, I can equip both of those mods and I can have a spinning Gobo! Also, if there are conflicting changes, like both mods trying to change the same costume, the first mod ordered in the list will get to change that costume to what it wants.

Mods are basically stackable remixes and I know this suggestion will 99% not pass but it is still a really fun idea.
han614698
Scratcher
1000+ posts

Mods for a Project

I really like this idea. I understand that it's literally just the ability being able to switch between the original project and your remix.

I made some other mockups:

ajskateboarder
Scratcher
1000+ posts

Mods for a Project

I am eating a frozen Sprite popsicle as I read this post

Support, this would be helpful and makes mod stacking possible, which isn't something remixes by themselves can do
ReinoScreech
Scratcher
500+ posts

Mods for a Project

This could actually help remixes to expand by a lot, good idea.
__Falcon-Games__
Scratcher
1000+ posts

Mods for a Project

What about when a mod isn't compatible with another? How will mods be stacked? How will this look in implementation? What will happen if you apply too many mods? Can you mod a mod? If so then can you use a mod from the original project on a mod of that project? Would that be different then stacking?
Rocketpowered12
Scratcher
100+ posts

Mods for a Project

__Falcon-Games__ wrote:

What about when a mod isn't compatible with another? How will mods be stacked? How will this look in implementation? What will happen if you apply too many mods? Can you mod a mod? If so then can you use a mod from the original project on a mod of that project? Would that be different then stacking?
when mods aren't compatible ( if you mean two mods trying to change the same costume, sound, or script, etc. ) then the mod that's above in the list will get to change it to what its trying to change it into. or if one mod deleted something and another wants to edit it, the mod that is going to delete something has to be above the latter so it can delete it, only if it isn't already below a mod that's trying to change it. Basically all of this means that the way you order your mods, matter.

Mods would be stacked by applying them at once and all of them changing what they have to change, and if a mod and another mod tries to change the same thing, I've already explained it in the first paragraph. If a mod deleted something and another one tries to change it, I've already explained it in the first paragraph.

Modding a mod might be possible as you can already remix a remix. I don't think there will be a problem with modding a mod.

I dont know what you mean by “If so then can you use a mod from the original project on a mod of that project?,” because that sounds like the previous question you asked, however if you're asking if you can use a mod thats from the original project on a remix, it would work as if the remix is a mod.

Probably. Mods are basically remixes that you can stack to make new experiences.

Last edited by Rocketpowered12 (Sept. 26, 2023 18:18:25)

7salad3salad
Scratcher
1000+ posts

Mods for a Project

Neat idea! Where would you get the mods tho?
__Falcon-Games__
Scratcher
1000+ posts

Mods for a Project

Rocketpowered12 wrote:

__Falcon-Games__ wrote:

What about when a mod isn't compatible with another? How will mods be stacked? How will this look in implementation? What will happen if you apply too many mods? Can you mod a mod? If so then can you use a mod from the original project on a mod of that project? Would that be different then stacking?
when mods aren't compatible ( if you mean two mods trying to change the same costume, sound, or script, etc. ) then the mod that's above in the list will get to change it to what its trying to change it into. or if one mod deleted something and another wants to edit it, the mod that is going to delete something has to be above the latter so it can delete it, only if it isn't already below a mod that's trying to change it. Basically all of this means that the way you order your mods, matter.

Mods would be stacked by applying them at once and all of them changing what they have to change, and if a mod and another mod tries to change the same thing, I've already explained it in the first paragraph. If a mod deleted something and another one tries to change it, I've already explained it in the first paragraph.

Modding a mod might be possible as you can already remix a remix. I don't think there will be a problem with modding a mod.

I dont know what you mean by “If so then can you use a mod from the original project on a mod of that project?,” because that sounds like the previous question you asked, however if you're asking if you can use a mod thats from the original project on a remix, it would work as if the remix is a mod.
Thanks for clearing up confusion, I am asking if you had a mod and you could mod mods then could you use a mod of the original project on a mod of a mod? And could you also use a mod of a mod on a mod of the original project?

Last edited by __Falcon-Games__ (Sept. 26, 2023 18:20:05)

Rocketpowered12
Scratcher
100+ posts

Mods for a Project

7salad3salad wrote:

Neat idea! Where would you get the mods tho?
In the mock-up, the Remix section has been changed to Remixes and Mods. Clicking view all allows you to separate the remixes and mods. To get a mod, you would probably click a little install button.

or perhaps when you look at the apply mods tab all of them would be available from the get-go with a search feature, with the ability to separate the mods you have and all of the mods.
Zydrolic
Scratcher
1000+ posts

Mods for a Project

I feel as this would be ginormous difficulty to implement, like a Dark Souls boss except you have 1 HP.

Conflictions could be created by each other, conflicting with the other modification's modification, custom organization would be pure agony to code most likely, a maximum of 1 mod at a time would be better.
Would modification-inceptions be allowed by modding a mod?

However, too ginormous to implement for a nonprofit foundation probably.
Semi-Support
Rocketpowered12
Scratcher
100+ posts

Mods for a Project

__Falcon-Games__ wrote:

Rocketpowered12 wrote:

__Falcon-Games__ wrote:

What about when a mod isn't compatible with another? How will mods be stacked? How will this look in implementation? What will happen if you apply too many mods? Can you mod a mod? If so then can you use a mod from the original project on a mod of that project? Would that be different then stacking?
when mods aren't compatible ( if you mean two mods trying to change the same costume, sound, or script, etc. ) then the mod that's above in the list will get to change it to what its trying to change it into. or if one mod deleted something and another wants to edit it, the mod that is going to delete something has to be above the latter so it can delete it, only if it isn't already below a mod that's trying to change it. Basically all of this means that the way you order your mods, matter.

Mods would be stacked by applying them at once and all of them changing what they have to change, and if a mod and another mod tries to change the same thing, I've already explained it in the first paragraph. If a mod deleted something and another one tries to change it, I've already explained it in the first paragraph.

Modding a mod might be possible as you can already remix a remix. I don't think there will be a problem with modding a mod.

I dont know what you mean by “If so then can you use a mod from the original project on a mod of that project?,” because that sounds like the previous question you asked, however if you're asking if you can use a mod thats from the original project on a remix, it would work as if the remix is a mod.
Thanks for clearing up confusion, I am asking if you had a mod and you could mod mods then could you use a mod of the original project on a mod of a mod? And could you also use a mod of a mod on a mod of the original project?
never seen anybody use the word “mod” so many times in my life.
__Falcon-Games__
Scratcher
1000+ posts

Mods for a Project

Zydrolic wrote:

I feel as this would be ginormous difficulty to implement, like a Dark Souls boss except you have 1 HP.

Conflictions could be created by each other, conflicting with the other modification's modification, custom organization would be pure agony to code most likely, a maximum of 1 mod at a time would be better.
Would modification-inceptions be allowed by modding a mod?

However, too ginormous to implement for a nonprofit foundation probably.
Semi-Support
Yeah. Also…

__Falcon-Games__ wrote:

Thanks for clearing up confusion, I am asking if you had a mod and you could mod mods then could you use a mod of the original project on a mod of a mod? And could you also use a mod of a mod on a mod of the original project?
__Falcon-Games__
Scratcher
1000+ posts

Mods for a Project

Rocketpowered12 wrote:

__Falcon-Games__ wrote:

Rocketpowered12 wrote:

__Falcon-Games__ wrote:

What about when a mod isn't compatible with another? How will mods be stacked? How will this look in implementation? What will happen if you apply too many mods? Can you mod a mod? If so then can you use a mod from the original project on a mod of that project? Would that be different then stacking?
when mods aren't compatible ( if you mean two mods trying to change the same costume, sound, or script, etc. ) then the mod that's above in the list will get to change it to what its trying to change it into. or if one mod deleted something and another wants to edit it, the mod that is going to delete something has to be above the latter so it can delete it, only if it isn't already below a mod that's trying to change it. Basically all of this means that the way you order your mods, matter.

Mods would be stacked by applying them at once and all of them changing what they have to change, and if a mod and another mod tries to change the same thing, I've already explained it in the first paragraph. If a mod deleted something and another one tries to change it, I've already explained it in the first paragraph.

Modding a mod might be possible as you can already remix a remix. I don't think there will be a problem with modding a mod.

I dont know what you mean by “If so then can you use a mod from the original project on a mod of that project?,” because that sounds like the previous question you asked, however if you're asking if you can use a mod thats from the original project on a remix, it would work as if the remix is a mod.
Thanks for clearing up confusion, I am asking if you had a mod and you could mod mods then could you use a mod of the original project on a mod of a mod? And could you also use a mod of a mod on a mod of the original project?
never seen anybody use the word “mod” so many times in my life.
Can you answer the question?
Rocketpowered12
Scratcher
100+ posts

Mods for a Project

Zydrolic wrote:

I feel as this would be ginormous difficulty to implement, like a Dark Souls boss except you have 1 HP.

Conflictions could be created by each other, conflicting with the other modification's modification, custom organization would be pure agony to code most likely, a maximum of 1 mod at a time would be better.
Having a maximum of 1 mod at a time defeats the purpose, even 2 would be good. But I understand that this would be very difficult to code.

Zydrolic wrote:

Would modification-inceptions be allowed by modding a mod?
Yeah.
Rocketpowered12
Scratcher
100+ posts

Mods for a Project

__Falcon-Games__ wrote:

Rocketpowered12 wrote:

__Falcon-Games__ wrote:

Rocketpowered12 wrote:

__Falcon-Games__ wrote:

What about when a mod isn't compatible with another? How will mods be stacked? How will this look in implementation? What will happen if you apply too many mods? Can you mod a mod? If so then can you use a mod from the original project on a mod of that project? Would that be different then stacking?
when mods aren't compatible ( if you mean two mods trying to change the same costume, sound, or script, etc. ) then the mod that's above in the list will get to change it to what its trying to change it into. or if one mod deleted something and another wants to edit it, the mod that is going to delete something has to be above the latter so it can delete it, only if it isn't already below a mod that's trying to change it. Basically all of this means that the way you order your mods, matter.

Mods would be stacked by applying them at once and all of them changing what they have to change, and if a mod and another mod tries to change the same thing, I've already explained it in the first paragraph. If a mod deleted something and another one tries to change it, I've already explained it in the first paragraph.

Modding a mod might be possible as you can already remix a remix. I don't think there will be a problem with modding a mod.

I dont know what you mean by “If so then can you use a mod from the original project on a mod of that project?,” because that sounds like the previous question you asked, however if you're asking if you can use a mod thats from the original project on a remix, it would work as if the remix is a mod.
Thanks for clearing up confusion, I am asking if you had a mod and you could mod mods then could you use a mod of the original project on a mod of a mod? And could you also use a mod of a mod on a mod of the original project?
never seen anybody use the word “mod” so many times in my life.
Can you answer the question?
the answer is… yes
CST1229
Scratcher
1000+ posts

Mods for a Project

IMO this feature should be integrated into the existing remix feature (maybe by adding a “mix remixes” button on the project page that allows you to select remixes of that project to mix).

Last edited by CST1229 (Sept. 26, 2023 19:01:21)

PPPDUD
Scratcher
1000+ posts

Mods for a Project

Support, since this encourages mixing and matching, which is one of the primary goals of Scratch. However, the description and title are a little confusing, especially for younger users, who might not understand the word “mod”.
rdococ
Scratcher
1000+ posts

Mods for a Project

The structure of most projects isn't modular enough for this to work smoothly. Even something as simple as adding a new type of enemy might require adding more ‘touching’ blocks to player scripts, entries to an ‘enemy types’ list, etc, all of which are going to be hard to merge between mods. Nice idea, but I don't think it's feasible.
leogames2016
Scratcher
500+ posts

Mods for a Project

Support but…

This is already fulfilled by remixes,so why do this?



Remixes modify the code of a project and this is encouraged,it does not stack each other´s projects.



Stacking remixes causes issues that is avoidable and it´s also complex,How do you handle stacked mods on a project that already has remixes? If you wanna make a mod of a scratch project (which in case is a game),then make a remix out of it.


This is how it works. I dont think mods would be added.
Rocketpowered12
Scratcher
100+ posts

Mods for a Project

CST1229 wrote:

IMO this feature should be integrated into the existing remix feature (maybe by adding a “mix remixes” button on the project page that allows you to select remixes of that project to mix).
Good idea!

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