(yes the pallette opens to Lists, because when it's initializing, the instance of StageMorph isn't yet a child of IDE_Morph, so this.world() is null, so it can't check if it's in dev mode, and Lists is the only category that doesn't query this.world().isDevMode aside from Variables)
modify Snap! to not have sprites, but rather to make it have one script area. i don't expect there to be a practical use for it, but i like the idea so why not just make a mod
what other order for the categories would you suggest?
well it does make it look odd, since Lists isn't the "first" category, though i could rearrange the categories again to make it work
it's for image manipulation
since there's no stage, there's no "app mode", thus you're always in the full editor (except in an iframe; i'll have to work on that later on), so what reason is there for something that you can achieve by either clicking on a script or using broadcasts?
surely using broadcasts is just as easy but whatever
plus there's now nothing special about one start message, so you can make a program have, say, run and debug starts separately from each other, without needing a global variable
Well, the green flag is a central run button that never moves, whereas a broadcast block is not always visible, and the right message might not be selected.
And conversely, even if you do have multiple sprites on a stage, you could always
instead of having an actual button to push! The button is just really convenient, besides presenting a metaphor of "the program" as opposed to a collection of scripts without a hierarchical structure in which one script coordinates the others.
You can always do that anyway; nothing forces you to have green-flag scripts. If you're thinking along those lines, what you really want in your mod, imho, is the ability to put extra buttons up there next to the green flag that broadcast their label text, so you could make a DEBUG button!