So probably make a new CrackleModManagerDialogMorph that combines both downloading and managing?
Yeah, it’s currently the VerticalCrackleMorph.
It’s an extension of the CrackleImportLibraryMorph
Maybe instead create a ModManagerMorph that handles it but without a dialog, and then just open a dialog with it via crackle menu, and remove the previous Import morph and such?
Yeah, I think that would work.
It’s going to take a while, so it’ll be finished in a few days!!
Also, I’m gonna make a “dev mode” option for the crackle settings, it loads un-autoloaded files and text, and makes the “autoload” button appear in the mod manager!
“Load temporary mod” already exists for devs…
You mean the “automatically load mods” setting? The “dev mode” setting is going to replace the old one!
Also, could you make a v0.2 release on github? Thanks.
Done!
I give up on the Crackle popup…
It’s just that it’s really, REALLY hard to make popups communicate with the website…
I’d read through Scratch Addon’s code, but i’m not sure if I’ll understand that…
I will make a PR for the current VerticalCrackleDialogMorph, so somebody else can take over…
Will there be a Crackle userscript? I prefer userscripts over full-on extensions that can just be sardined inside a userscript.
Also, how would it handle microworlds? I occasionally use the Microworlds library to create limited environments as projects.
In Crackle’s current state, all the mod loading is contained in index.js from the repo, so you should be able to just load that as a userscript (add all of the code to a function block, and to be honest we should do that too sometime).
I dont really use microworlds, but sure; I’ll handle it when I get off school.
That’s fine! There will still be a fresh new Manage Mods screen from the popup’s ashes!
Oh yeah. I do want to move the Info, Delete, and Autoload buttons to the very right of each mod item, instead of the button group being on the right of the text for some reason. I’ll also clip long text, if possible
Yeah, do that!
Idea: Change the return value of a mod to instead be a class subclassed from Mod. Thoughts?
Thats a lot of lines..

We should probably change to TypeScript or atleast JS but with npm (still generate a bundled js file for the extension)
Why? What’s wrong with lots of lines? morphic.js uses thousands of lines, and ScratchAddons doesn’t even use typescript nor npm (yes, it uses a few libraries, but not through package managers)
Really just a matter of perference, and of course mine is multiple files. And besides, TypeScript would be useful for coding.. if I ever get a “snap.d.ts” or such project (types for each Snap! file)
Now, offically, I have changed mods to use classes! Update mods! Note: mods that still use the old object will STILL work, but its just deprecated now so it’s best to update them.