I just had an awsome idea...but it's very extensive and would require the creation of a mini-compiler for mods. Jacob's mod has an update feature that alows it to update...but now it doesn't work right anymore because it got to old. :(
So I thought of this. A small compiler with no user interface (other than the normal notification/install) that would allow a modified version to use the official updates without damaging it. It would work by discretely editing files with updates instead of overwriting them. (as in down to idevidual lines) It would also add new files for new elements and such.
"But what if I edited something that get's updated?"
You probably shouldn't be editting these lines...you might break something. But with no interface then it can't discriminate. An interface would be going to far.
"Can I add an update for the mod?"
If you ask the developers.
"Will it take a long time to update?"
Yes...but your mod won't be broken by updates....either way you put that.
"What if a whole file changes?"
You're screwed!
Jacob....I think mines is broken. Why do I gotta get the broken one? I'll see if there are any newer ones.
EDIT: That's better. (deletes old one)
This file contains 205 elements, with modded BEER and BARF
This file contains 1337 elements, with modded SHE, TURNED, ME, INTO, A, NEWT, BEER and BARF
This file contains 204 elements, with modded I, GOT, BETTER! and BARF
Like I said...it would only add information, but overwrite when absolutely neccessary. For example, in your example above, "I", "GOT", and "BETTER!" would be added, and BARF would get overwritten. But the other files would be undisterbed. For the files that include new elements, it would disassemble them and add/change only lines it was programmed to, others would be left alone. Yes, I realize this would require a simple A.I. that would eat old computers...but...oh well.