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A In-game Decodifier

Posted: Mon Feb 23, 2026 8:59 pm
by Cheese320
Ok this may sound crazy, But what if mods had another way to be downloaded?

The Decodifier comes in place, A Option on the Mod tab, To use it you go to the mod page and (if the dev wants) Use the key (Incripted code) and Copy+Paste it on the decodifier, Some time later and Boom!, You have the mod downloaded

Basically code from mod -> decodify on in-game decodifier -> loads the files/mod -> you now have mod installed

If this gets added it could make the bridge between Switch and Mods So have fun, Vote here and See you in the future :D

Re: A In-game Decodifier

Posted: Mon Feb 23, 2026 9:22 pm
by eugenekay
Feature exists: Ctrl-F search matches the "URL" of mods.

Spidertron Automation can be located by searching for "Constructron":
02-23-2026, 16-23-44.png
02-23-2026, 16-23-44.png (294.33 KiB) Viewed 304 times
The search function will also return mods with a low Levenshtein distance from the term entered.

Good Luck!

Re: A In-game Decodifier

Posted: Mon Feb 23, 2026 9:46 pm
by Cheese320
Yes, But in switch? NAH, so thats why the decodifier, works like a key, when it loads the console detects it like an update so it adds it

Re: A In-game Decodifier

Posted: Mon Feb 23, 2026 9:53 pm
by eugenekay
Cheese320 wrote: Mon Feb 23, 2026 9:46 pm Yes, But in switch? NAH, so thats why the decodifier, works like a key, when it loads the console detects it like an update so it adds it
Nintendo does not allow User-created Mods at all. ;)

Re: A In-game Decodifier

Posted: Wed Feb 25, 2026 9:26 pm
by Cheese320
But it allows to pass worlds between codes, Witch would work like same with the mods