Concerning Mods and Command Blocks

This topic has been taking over all of my feeds for the last day or two.

I originally said the debate is stupid.

Since then, I’ve realized how important this conversation, and those like it, are to me and my idea of the future of custom content creation in Minecraft.

This topic deserves a better platform than Twitter.

I have strong opinions, but I am not the only authority on this subject.

Start talking about it down below.

Answer these questions:

  • Where do you draw the line for Vanilla Minecraft?
  • How do you define Command Blocks?
  • Do you think the distinction between mods and command blocks matters to the average player?


  1. To me, command blocks are what make even less limits in Minecraft. Redstone does this also, but it’s still very limited. However command blocks can do basically anything. Mods are similar, but they are much harder to make and update for each Minecraft Update, whereas command blocks still work (maybe differently) when they go through an update. Command Blocks can do most of the stuff mods do, but the marvel of them is they do so from ingame, and are easily editable.

  2. Teehee, I saw the typo in the original release, Mr. “The Only Authority”.

    Anyway, it’s really just meaningless semantics. I don’t think command blocks are considered a mod, because they don’t in any way shape or form change the game itself. They just use game features in a way intended by Mojang. Calling them mods is like saying building a ship in Space Engineers is a mod, or writing an E2 chip in Garrysmod is a mod. Those games have things that are actually mods, because they modify the game.

    Command blocks may modify game mechanics, but they do so via more game mechanics. Although it may appear to the player that the game has been modified, the same could be done of an E2 chip, and those have never been and will never be considered mods.

    Besides, we need an important distinction when talking about the difference between actual mods and command block modules. Unless you have a better word for actual mods than “mods”, there’s no need redefining words that already have a definition.

    1. Oh, there’s a video? Sorry, can’t watch a video on mobile, so I’ll have to discuss without it.

  3. I guess I’m coming at this from a bit of a different angle than most. I do command block inventions and maps and whatever, that’s true, but I am also a professional game developer – so I deal with these kind of things on that level too.

    I think in one way, you’re absolutely right – there are many other games that include “modding” capabilities in the games themselves, so the fact that the script is done inside the game isn’t a good distinction. “Modding” does not necessarily (and in fact, I’d say most often does not) mean modifying a game’s code.

    That said, each community for each game evolves what they consider a mod. Is a doom map a mod? Yes, according to your definition it sure is (and honestly, so is any map for any game) – but for most games “map” is separate from “mod” in that maps don’t change game mechanics.

    So what is clear to me is that “mod” for the Minecraft community needs to be defined in terms of Minecraft, not be some universal term of what a game “mod” is in some generic sense – that really doesn’t matter at all.

    The problem, then, with calling command blocks “mods” is that there is already a concept of mods for Minecraft. Calling this new thing “mods” as well risks people mixing them up, and that can honestly be important because even if, to the end user, a command block map can do the same thing as a mod – the process of installation is very different, as is how it can be used and what you need to play with it.

    Since there’s already an established concept for what a Minecraft mod is, there is a fairly good basis for the people who in any discussion about this will come in and claim that command blocks are not, in fact, mods… because they aren’t Minecraft mods, which is already an established thing.

    So I think there’s an important distinction between mods and command blocks, and I think that’s what’s causing people to be fairly upset. If command blocks had been in Minecraft from the very beginning, things might have been different, but there’s a history that cannot be ignored.

    We need other terms. “Vanilla mods”? Sure, if you want. I personally find the term fairly silly – but it seems to be catching on and as long as they’re not just called “mods” then I can live with that.

    Regardless, I do think it’s very important to be open for the fact that people are going to have opinions about it – and to not insult everyone of a different opinion by calling them stupid (which, incidentally, includes calling the discussion stupid).

    1. It appears to me that people with an actual background in Game Design and/or programming, like Slicedlime, seem to get this right.

      Only because Moesh says that creating custom content for games takes up a huge part of his life, it doesn’t justify overly praising these actions just to make himself feel better.

      Command Blocks will never be Mods. In Minecraft, Mods are defined as changes of the game code. And no matter how awesome you think your creations are, they will never be Mods, because they don’t match the definition of Mods.

      1. I don’t understand your need to say things like “it doesn’t justify overly praising these actions just to make himself feel better.”. This argument has been around longer than Moesh has been posting about it. By definition Command Blocks are mods, whether the community wants to call them that or not. The fact that it doesn’t “modify game code” means nothing, With command blocks you are utilizing existing game code in a way that modifies gameplay. If Mojang ever released an API for mods, at that point wouldn’t traditional mods using the API built into the game act the same as command blocks do at the moment? I feel like just because traditional mods have been around longer doesn’t mean they are the only thing that can be called a mod.

        1. Are you saying that anything that modifies gameplay is a mod?
          So, for example – if someone makes a ‘puzzle map’ using zero command blocks – and their gameplay is different than vanilla Minecraft, then the ‘puzzle map’ is also a mod?

          1. Gameplay modifications in the sense that placing a block does something different than the game intended, or mob behavior is altered, a puzzle map not utilizing command blocks can’t make big gameplay changes such as these. When you affect these aspects of the game, how could it not be considered a mod by definition; external or not.

        2. Wanted to echo this sentiment. APIs have a very distinct purpose and legal presence.

          APIs are, simply put, access points into a program or library. Simply using an API does not in any way mean that you are at all part of the product that exposed the API. If I use a math library to commit fraud, the author of the library is not at fault, for example.

          When you think about it, Command Blocks are really in a vital way an API unto themselves. They’re a special case of an API in that they are exposed not through a collection of methods you can call in code, but an object in a game engine. You can’t directly change engine logic using this API, but you can drastically alter how it works. You can’t add new objects, but you can re-tool existing ones to essentially change them entirely.

          I think I’m of the perspective that if command block maps/scripting aren’t mods, they’re damned close enough that the distinction is almost pointless.

          1. Spiderrobotman, “When you affect these aspects of the game, how could it not be considered a mod by definition; external or not.”
            My definition is different than yours, that’s all.

            I’m curious…

            By your definition – if a command block only has a /say command in it, is it a mod?
            By your definition – if a command block is used for visual build purposes with NO command in it, is it a mod?
            By your definition – if a player is standing on a server, executing commands, does that make the player a mod?

            Spiderrobotman, “a puzzle map not utilizing command blocks can’t make big gameplay changes such as these. ”
            I will never agree with that. People were making amazing minigames long before command blocks. Obviously command blocks have greater function, but you can’t discount some of the early maps.

    2. You got it right, slicedlime!
      It seems phylosophical to discuss this, because everyone has a different view on the situation, but it’s not phylosophical, because the outcome of the discussion affects the end user.
      I totally respect Moesh’s opinion on this, except the part about the end user not being affected by a product being called “Mod” or “Map” or whatever, choosing one name over another has a huge impact on the end user: the way most end users stumble upon one of these products is using some kind of search engine, so by choosing one name over the other you can target different audiences, some users look for mods, others look for adventure maps and some look for command block creations.

      So since the end user is affected by the name of the product he is downloading, it is also important to avoid disambiguations, it is known that the Minecraft audience is quite young and/or ingenuous, and that can only reinforce these disambiguations.
      I’m pretty sure you know what disambiguations I mean and I really really hope that all of you are trying to avoid these.
      To avoid them I think it is necessary to stick to the traditions, that means Maps require to drop a save file into the saves folder, a Command Block Contraption requires to insert some text into some command blocks or a inserting a schematic of some command blocks into your world and a Mod usually requires you to install forge and insert a folder or file into the “mods” folder (there are other similar procedures to install a mod, but I hope you get what I mean).

      In short, what I want to say is that the end user is very affected by choosing between the name “Mod”, “Map” or “Command Blocks”, in fact the name you choose affects the target group of end users for your creations, because they search for a product based on one of the 3 names mentioned above in their traditional meaning, so if you change these traditions the consequence will be that the end user won’t be satisfied.

  4. I don’t see any significant impact of this argument other than ease of Titling a video. A real solution to this problem doesn’t even require the community agreeing on this topic, all i think we need is a name we can all agree on for these creations that mod the vanilla game

  5. First off I like command blocks better: they have 0 chances of viruses, crashes, etc.

    However I do think, (depending on the mod) the debate is stupid.

    Command blocks are better because they make minecraft limitless with no need to actually modify the base code.

    Mods are better cause it can help you with command blocks, and are sometimes easier to install.

    The list goes on. Everyone drop the debate. It’s fine

    1. That’s actually not at all what this conversation is about. You should watch the video, it’s really interesting!

  6. According to Wikipedia “In PC games, the term “vanilla” is often used to describe the original version of a game, which has not been modified with third-party addons”

    Commands are not third party addons, they were added to the game my the first party, Mojang. Mojang 100% support commands as even their service ‘Realms’ comes with maps that have a large amount of command blocks and script

    Commands aren’t mods, as they do not modify the core code of the game, rather they manipulate for the purpose of the Map Maker be it a complex algorithm or a simple teleportation command.

    There are limits of what you can do with command blocks, limits put in by Mojang, purposefully or indirectly. With mod’s you can do anything, you can Add to the game code rather than just use pre-existing code for your use.

    That is what a mod is, you modify the game code.
    Commands do not modify the game code, they are the game code.

    If commands were genuinely mods, we could disable commands with a command, there would be no limitations

    This is just my opinion, if any of you disagree and have a valid point i’d love to debate it with you,


  7. This is the way i see it. What are “mods” as people see them? They’re programmed add-ons to any given game that alter gameplay as specified in the code. Command blocks are just another form of programming that happen to be built into the minecraft system, therefore i fail to see how they are any different from the widely accepted definition of a mod. So there’s a minecraft mod that alters the crafting system completely and adds custom recipes and the like. Why should it be considered a mod if its scripted and added on later, but not if the same exact system is created within minecraft using command blocks?

    I didn’t get to express my full thoughts, mainly because its my graduation night and i don’t have much time, but I think this summarizes my view on the topic well enough.

  8. I’m going to throw in my two cents here. Today I was watching a video of a big youtuber reviewing a recent command block creation. Someone commented “I think I’ve already seen this reviewed before on this channel.” People, including the creator, responded by saying “that was a mod while this was done in all vanilla.” Then I started thinking, there is a separation as to what people think is an actual mod vs. a command block creation in vanilla Minecraft.

    The term mod, when it relates to Minecraft, has always dealt with alterations that people have made to the game code in order to change gameplay. Now these types of mods have been around since the alpha days. Command blocks were only added in release 1.3. This is why I believe the term “mod” belongs to and should only be associated with the game-code changing mods that have been around since almost the beginning of Minecraft. The term mod is still widely used today when people talk about the code-changing mods that can be added to your world. Only with recent Minecraft updates have players been able to emulate what some of these mods can do, but by using command blocks and features of vanilla Minecraft. This has caused conflicts with naming since both the original mod and the command block “mod” can both technically preform the same features. I’m going to use the well-known “Lucky Blocks” mod as an example here. I’ve seen numerous Lucky Block Mod recreations using command blocks. All of them accomplish the same base principle of destroying a block and having something lucky or unlucky happen. I’ve also seen Lucky Block server plugins that use this same mod principle. So why isn’t there a naming conflict with plugins and mods? The Lucky Block mods, plugins, and command blocks all accomplish the same task. I think this “mod” conflict doesn’t exist between mods and plugins because server alterations have been given their own title, plugins. This is why I presume that this mod vs command block issue is really just one that deals with command block creations not having an official title and if they should share the title of “mod”.

    Now, game-code changing mods and command block creations are both technically modifications to the game. But because of the way Minecraft has developed and evolved, the mods that we know today are still the game-code changing mods that must use outside programs to install. Those mods have had their name association long before the addition of command blocks and have claimed the title of “mods”. They deserve to maintain this title while I believe that command block creations need there own title. I’m not going to lie, I’ve used the term “vanilla mod” in the past, but didn’t really think much about it at the time. The creation I made wasn’t even based off an actual mod it just reminded me of something that could’ve been a mod. The term “vanilla mod” sounds appealing, but now I believe it is not the correct term. I think an alternative term is needed to describe these creations that use in-game commands to create gameplay enhancements. I’m currently part of a server that uses command blocks to enhance gameplay. We call them command block modules. I think modules would serve as a better term than mod for these type of command block creations.

    So basically, I feel that code-changing mods and command block vanilla mods are both modifications to the game, but because of the way Minecraft has developed, the code-changing mods came long before command blocks and therefore are linked with the term “mod” and continue to be today. Command block creations shouldn’t share this title and alternative names like “modules” should be used instead.

    Thanks for taking the time to read. It’s kinda late right now so sorry if I seemed to babble a bit. I’m usually pretty quiet in these debate like situations but I’ve had first hand experience with this issue and I thought I’d share my opinion. I fully understand the other side of this debate and if you’d like to talk about it further I’d be happy to.

  9. Personally, I define a ‘mod’ to be an external file/code that you add to a game. It ‘modifies’ the code or augments it if there is an API or similar plugin function of the game itself. Command blocks are part of the game, so they aren’t mods.
    This is my own personal definition of the word ‘mod’. It’s slang. I don’t believe ‘mod’ has earned an ‘official’ definition yet.

    Custom maps are not mods.

    A resource pack is not a mod, although it’s a gray area for me. Specifically the 3d models part. I may reconsider this opinion.

    Lastly –
    Minecraft is not a development platform.
    It’s a game.
    It has features which enable you to tell your own story / make your own game within the game. But it’s not a platform in and of itself.
    A ‘platform’ is not itself a game. It is a shell. A collection of features that can become a game. Without adding custom content to a ‘platform’ it does nothing.

    1. I disagree that an engine cannot also be a game in itself. I believe the term “game” to be quite fluid, and can in fact see it being used to describe the process of using an engine such as Unreal Engine 4. The engine has goals (not explicit ones, but ones which I as the “player” decide for myself, much like Minecraft). It has methods of interaction which result in outputs that progress me farther through my understanding of the game’s systems. And perhaps most importantly, it’s fun for me to learn how to “play” the engine better (much like nearly any puzzle game). I could, in theory, “play” UE4, and never press “Compile.” Thus, I’d classify UE4 as having the potential to be a game in itself.

      I see Minecraft in much the same way. It is absolutely a game in itself. However, is also has the potential to be a platform, as it can output games to be played independently from the basic form of play which the game is packaged with.

  10. A mod or modification is the alteration of content from a video game in order to make it operate in a manner different from its original version. Mods can be created for any genre of game but are especially popular in first-person shooters, role-playing games and real-time strategy games. Mods are made by the general public or a developer and can be entirely new games in themselves, but mods are not stand-alone software and require the user to have the original release in order to run. They can include new items, modded weapons, characters, enemies, models, textures, levels, story lines, music, money, armor, life and game modes. They can be single-player or multiplayer. Mods that add new content to the underlying game are often called partial conversions, while mods that create an entirely new game are called total conversions and mods that fix bugs only are called unofficial patches

    from wikipedia

    Mods are things that modify the original gameplay even if it was intended, thus CMDblock creations are mods. But this also mean that redstone puzzelmaps are also mods. Also I want that there is a difference between the mods mods and CMDblocks because for CMDblockcreations you don’t need a modified version of MC like forge.

    1. You’re mistaken; command blocks and redstone are included in map files, and map files only. Changing things inside of a file that is later parsed does not qualify as modding, whether it is done inside of first or third-party software. There is no way to change the base behavior of Minecraft using CBs and RS, it is only possible to make it appear that it is behaving differently. Combining different, built-in behaviors to produce a “new” behavior is not modding, since the resultant behavior falls under the domain of existing behaviors.

  11. All things that are already in Minecraft are vanilla (Commands are also vanilla). All things that changes the code aren’t vanilla. They are mods. All things people make with command blocks are also vanilla Minecraft because Mojang added it to the game. They use command blocks to make awesome things but they are actually vanilla because the code didn’t change. Recourse packs aren’t really vanilla but Mojang added this so it is also vanilla.

      1. Whose gameplay? To me, “gameplay” is Creative mode, in which command blocks are a foundation. It’s not possible to say that command blocks are a “mod” for my gameplay under your definition.

        And since Minecraft is a sandbox game, it’s impossible to say what is specifically not gameplay apart from what is built directly into the game. Command blocks are built directly into the game, therefore they cannot be waved off as not being a part of the game.

        I almost never play Survival mode. If I were to suddenly play it and create some command block contraptions to play alongside of, there is no conflict in definition. It is not a “mod” to me because it’s still my gameplay, and even more so “my gameplay” because I changed it to my liking of command blocks (hence “sandbox”).

        Point being: you cannot dictate what “gameplay” is, especially in a sandbox game. Restricting what features of the game are called based on such an abstract idea like “gameplay” is, well, not a good idea. If that were the case, I could call Survival a mod because it’s a drastic change in my gameplay.

        Not to mention the word “mod” is already used (in Minecraft specifically) for code-changing, third-party modifications.

  12. There really isn’t any debate here. The term “mod” is a very old one, dating back at least 20 years to mean very specific things. Generally speaking, a mod is a modification to a video game. At the time the word was coined, there were several ways to “mod” a game; one involved decompiling/recompiling or byte-editing the game so that the underlying code changed. This was called a “hack,” as in “romhack.” Another method was introduced (by id Software, I believe) where a portion of the game’s code was released as an API/SDK. The engine remained in separate modules, which would call your compiled code. You could not actually modify the engine without hacking it, but you could completely change the gameplay. A piece of code that only changed individual mechanics or added certain things to the existing game was called a “mod,” while a complete redesign of the game with new mechanics, levels, items, etc. was called a “total conversion;” it is still technically a mod, but of an entirely different class.

    The terminology began to split with engines like Unreal Engine 1, 2, and 3 (but not 4), and a few others, where the non-engine portions of the game were written in a scripting language. Scripts could be included dynamically into maps, or added as additional modules to augment gameplay. A number of games have supported dynamic scripting from map files, StarCraft and WarCraft 3 among them. Epic Games created a different terminology for those sorts of scripts, calling them “mutators.” Mutators inherit from the base behavior of the game, and can modify or add new features. The word “mod” changed somewhat in this context to mean more of a total conversion, where a game like Unreal Tournament was completely remade into a different game with different mechanics, and the base behavior that a mutator would typically inherit is itself changed. But mutators remained a type of mod, and neither would make any changes to the engine itself.

    Then Minecraft came along. Minecraft, as we all know, was written in Java. Java is easily decompiled and recompiled, and is in fact done so. The act of modding Minecraft more closely resembles hacking from the days or yore than it does traditional modding. But modding remains a good term, because base features/behavior in the game are permanently changed or added. Redstone and Command Blocks, on the other hand, are explicitly NOT modding. Though they both are technically a form of scripting (yes, redstone is a language, as it has syntax and follows a form of logic), you cannot use them to permanently change the innate behaviors programmed into Minecraft. Redstone and Command Blocks more closely resemble mutators from UE, but even fall short of that. You can use RS and CBs to make Minecraft appear that it is behaving differently, but it in fact never changes its base behavior at all. You are strictly limited to the behaviors that Mojang has programmed into the game. Combining a number of built-in behaviors to produce slightly different behaviors is not modding the game, but it might be considered to be mutating its behavior. Mutate is a handy word, implying inheritance and generational change, but I doubt that it will gain any traction. Perhaps scripting will suffice.

    That all said, to address some of the things Moesh has said before: Minecraft is not a developer’s platform. It has no redistribution license and it is entirely closed and proprietary. While you can mod the game through recompiling, this is not because Mojang wants you to be able to. I don’t think that even the plugin API will change this, as the base game cannot be redistributed, and I highly doubt Mojang will allow plugin developers to charge money for their work. I think there is a strong, rightful desire for people who work with RS and CB to have their work legitimized under a specific word, but that word should not be “modding.” I think that RS and CB scripters should also acknowledge that they are working in an entirely closed platform, and that the non-portability of their work is a strong barrier to legitimacy in the wider gaming world.

  13. Command Blocks vs Mods…
    I think there is a sense of pride in saying “I did this within the limitations of what the development team gave me.” When advanced command block mechanics are confused with “mods”, somehow the project seems less valuable. There aren’t any limits to mods. There’s definitely a sense of achievement when a gamer can take Minecraft, bend “the rules” as far as possible without breaking them, sit back and say “Wow! Look what I can do!”

    I believe this one of the biggest factors for why many map makers want to split command blocks and mods as two different classifications, and is why the phrase “No mods required” is a such a statement of pride.

    Regarding default mechanics, Moesh wants to know “where do you stop?”

    I think the source of the discussion lies in what you believe “default” Minecraft is. By “default”, this shouldn’t be considered traditional gameplay, but rather programmed content. Traditional gameplay revolves around mining and crafting in a Survival World. Content, on the other hand, is the coding that is contained within the game when you buy it. With command blocks, the content hasn’t been altered. Command block “programming” is very powerful, but it hasn’t modified what the game devs have intentionally inputted into the game itself.

    In any example of any game, modifying is based upon changing game code. You literally need to know how to program java, in order to “modify” Minecraft.

    Game vs Game Engine…
    The last issue remaining is whether or not Minecraft is “just a game” or a can be considered a game engine. While, yes, you can create “games” of some form inside Minecraft, the end product always requires a player to use Minecraft to run it. This is why we refer to them as “maps”. No actual game engine (Unity, Unreal, etc.) requires the use of the game engine itself, to play the game it was made on. If one day, we can produce content inside Minecraft, and allow gamers to play it without Minecraft, then we can consider Minecraft a “game engine”, but until then, it’s just another game.

  14. The mod vs vanilla discussion should be a technical discussion, not a gameplay discussion. A mod is something that’s created outside of the game and modifies how the game executable behaves. Vanilla is everything that works with an unmodified executable, including gameplay-changing commandblock contraptions. Just my 2c

  15. Well, I wrote a long explanation here at first, but finally deleted it again, because it wasn’t very understandable and also didn’t add any new points to the discussion.
    My personal opinion though is, that command blocks and all things done with them are still Vanilla, because there is nothing added to the game anybody could theoretical do when he or she has Minecraft.

  16. A slightly different view: Content consumers, like fathers of Minecraft-addicted kids for example, care about the complexity of deployment of new and interesting content. For right or wrong, a ‘Minecraft mod’ is seen as something that needs a mod-loader and therefore can potentially mean hours of work to align versions of stuff downloaded from click-bait infected ad-heavy sites.

    Anything that ‘just works’ in the game without running the gauntlet to get working is a different, more accessible, class of content. It is better.

    Keep rolling out the command block contraptions and custom maps folks.

  17. My take on this, for what it’s worth…

    I don’t like using the term “mod” for something built using the in-game mechanics/features. However, I don’t really like the terms “map” or “custom map” either. They really don’t describe the thing made very well at all.

    Since what is being made is essentially a game made inside Minecraft, why can’t we just call it a “Minecraft Game”?

    And if the thing made does not really have game mechanics/objectives that are different to the standard Minecraft ones, then can we call it a “Minecraft World”?

    I don’t personally see Minecraft as a true game development platform, but if you do, then even more reason not to call it a mod! You don’t call a game made in Unity a “Unity Mod”, you just call it a game. Since Minecraft Games are more dependent in the Minecraft client being installed, than a true game development engine, calling a game made in Minecraft a ” Minecraft Game” seems more appropriate.

  18. I’m confused what is the point of this argument. I mean, does the community gain anything by accepting commandblock creations as moding?

    In the end, despite of all the similarities, moding and redstoning are different on a technical level. Putting them under one umbrella would only confuse potential players. Maps are a lot easier to install, don’t require modifying your game files, don’t have the danger of putting malware into your code. If they’re labeled as mods, it can repel the less experienced audience (which there’s a lot of, considering the average age of a minecrafter is 13).

    Map makers don’t gain from being called modders either. Everyone knows that modding has no limits and can create any feature. Pushing vanilla Minecraft to it’s limits and making something modlike is much more impressive and deserves praise. Labeling redstone creations as mods removes that aspect in a way.

    Everything above applies to the previously mentioned less experienced / newbie part of the community, since they would be the only ones affected. For older and more knowledgable players changing the category of commandblocks really doesn’t make much difference. The whole discussion seems redundant to me.

  19. I think I may have been the one to have coined the term, although maybe there were people who did before. I put it in the name of the world file of one of my creations =P…

    Honestly, when I put the two words down, I just thought it sounded sort of catchy and easily said. It wasn’t because I wanted to ‘market’ the creation at all. I just thought, oh this sort of is like a mod, except it is recreating the feel of a mod within vanilla, so I took the words and just combined them. Little did I know the controversy it would eventually cause…

    My original thought on the name is basically that: it seems to be something that you normally would think could only be achieved by a mod, except recreated in vanilla, and vanilla could be some sort of subset of ‘mod,’ which led to me putting them together to create ‘vanilla mod.’ In my view, the term was a short way to say (as it meant to me) that I had created something that one wouldn’t normally think could be done in vanilla and only by a mod.

    In my use of the term, I viewed it as something to be used for something that is completed, as in no longer in a concept state. It would also be something complex that appears difficult to do in vanilla, and contains multiple components or methods to use it by, and not something that only serves one purpose.

    That’s my personal thought on it though.

    Although, the problem I see now with it is how people could get easily confused at just the term ‘mod’ being used in the name, and leading them to think it is not vanilla if they don’t know what vanilla means.

    1. *My thought process basically went something like this:

      It looks like a mod…it plays like a mod…but it’s vanilla. What’s a term that could fit halfway between a mod and vanilla?

      ‘Command block contraption/creation’ feels a bit too lengthy…
      ‘Vanilla creation’ doesn’t feel like it completely specifies to command blocks…although it could work

      …and ‘vanilla mod’ ended up popping up in my head. It was short and somewhat summarized the idea of what I thought it could be.

Comments are closed.