No! That's not what I'm saying, because building a house adds a house to the game, while building a system of improved potion mechanics adds IMPROVED POTION MECHANICS.That is pretty much exactly what you are saying though. You are saying that creating things in game with tools given in game is creating a mod. By that logic building a house is a mod, and it is not.
...what?
And what I meant was, making a hoverboard out of a laptop without opening it is like adding rare-spawn fire snakes to a blocky game without coding.
This, though, is where the argument lies, for "the extent that they would be considered an actual adaptation" is a matter of opinion. A part of me thinks it's just a few modders saying "Wait... I took all this time to code this thing... and people can make something better WITHOUT coding!? I refuse to accept it! Internet person powers activate! Curse, insult, flame, do whatever it takes to make the other person back down!" This is why I'm also trying to push that vanilla mods can never be as good as other mods. But they still count.Since you want to get into the deep semantics, we can. What is the meaning of "modification", it's a change. So, under this definition, both mods and "vanilla mods" would be modifications, as they change something. The issue lies with the extent of such changes, and how having such a loose definition of what a mod actually is can cause problems for everyone. You are arguing that a "vanilla mod" is a mod, because it can change the way the game works, through in game content. While that is true, something like a house, a renamed item, anything that involves user input could also constitute as a mod, under this broad definition. The issue I have with the term "Vanilla mod" is that it serves to obscure the line between what a software mod is, and what an in-game creation is. That being said, I do think that these in game contraptions are special enough to deserve their own name.
I don't think many will agree with what I am about to say, however there is a term which people normally use in regards to evolution, which can be used to describe a "Vanilla mod". The term I am referring to is Exaptation which means "The utilization of a structure of feature for a function other than that which it was developed for through natural selection.". As I said, this is a term used to describe biological evolution, but I feel it would be perfectly reasonable to use an adaptation of this meaning to refer to a "vanilla mod". For example, command blocks and armor stands are being used in a way which was not specifically intended when they were first implemented into the game. Through creativity, individuals within the community have managed to push these features beyond what was imagined, however they have not been pushed to the extent that they would be considered an actual adaptation.
Also, I call them "vmods", which some people think of as "vanilla mod" and others think of as "virtual mod". I think it would be in your best interests to choose the latter.