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Current status of this mod #59

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BuckarooBanzay opened this issue Sep 19, 2021 · 3 comments
Open

Current status of this mod #59

BuckarooBanzay opened this issue Sep 19, 2021 · 3 comments

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@BuckarooBanzay
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@D00Med (sorry for the ping)
This mod is very prominent on the contentdb (https://content.minetest.net/packages/D00Med/vehicles/) and has over 46k downloads currently.

The PR's are currently piling up and some contain simple fixes for very obvious bugs.
If you don't have the time to maintain this (it happens, that's not a bad thing 😄) consider nominating a few maintainers.
@Emojigit comes to mind, i think they use your mod in a live server too.
I could help out too but i can't promise anything...

(this isn't meant to be negative at all, i just don't want to see this mod die)

@D00Med
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D00Med commented Sep 19, 2021

I'll be honest...I must have assumed this one one of the mods where I had already given other people control. Clearly it isn't.
I merged as many PR's as I could.

I would like to maintain this simply because it is like a child of mine, but I really have more important things to do with my time atm. If Emojigit is interested, I would happily add them as a contributer (or yourself).

edit: just to be clear, I won't be maintaining this mod.

@Emojigit
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Actually this mod requires a completely rewrite. All vehicles should be module-based, allow to enable or disable them one by one. Or you can even seperate them into another mod, just like what advtrains did.

A lot of code uses 0.4 old calls, changing is required in order to help us reduce the side of the log file.

@D00Med
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D00Med commented Sep 21, 2021

Yeah true

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3 participants