VanessaE wrote:Git users will need to recursively update all submodules to get it:
git pull && git submodule update --recursive --remote --init
(Or just do the brute-force way and recursive-re-clone from scratch :-P )
Permission denied (publickey).
fatal: The remote end hung up unexpectedly
Clone of 'git@github.com:ShadowNinja/areas.git' into submodule path 'mods/areas' failed
VanessaE wrote:Build #20150913-0450, rolled markers mod back to 22b833d9.
Inocudom wrote:What went wrong with the markers mod? Sokomine would appreciate the feedback.
OldCoder wrote:
I thought I'd try to solve two problems at once:
* The Sea mod doesn't work well if it's added to existing worlds. The issue is that Sea relies on ores to spawn things, so if the mod isn't present at mapgen time for a given underwater area, the area remains barren.
* It's difficult to build underwater due to darkness and the fact that one drowns. Players can build things like lit glass tunnels on the sea floor, but I'd like to encourage greater use of the ocean.
So, I've forked the Sea mod and I'm evaluating three changes:
* My version of Sea optionally populates the ocean using ABMs instead of ore-based spawning
* Sea-plants now emit light
* I'm enabling underwater breathing in some worlds
Note: ABMs will be slower than ores, but sysadmins can switch back to the old approach once existing areas are processed.
The hope is for these changes to lead to interesting builds in the future.
Here's what the modified Sea looks like presently. The plants were generated by an ABM:
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