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Separate codebases #9
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Overall agreed, the prospect of separating custom(ized) mods into other PK repos is especially alluring. Unsure what you mean by "Separate this codebase from MTG" though, could you elaborate? |
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How would that be accomplished? |
By having the MTG mods separated from this mods. You would always get the freshest ones by pulling them. Texmex is one example of a provider of freshly chopped MTG mods |
I'm not sure about the details, though. We need a way to manage a collection of mods as one game. I'd most likely go with submodules. But apparently there have been issues with that... |
I suggest something similar to https://github.com/BlockySurvival/bls_mods/ (including the instructions on how to clone and update the repository). |
Indeed, that's simply awesome. Conclusions:
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In general, BlockySurvival is a great example for how the entire organization could work. Amazing. |
Hola, I am late to the party. |
Hmmmmm. |
First step done ! See our brand new Minetest Game Modpack 🎉 |
Second step done ! Kingdoms Game repo made (uses submodules as well) |
Ideally, the final step, as I imagine it (probably by the end of the year), will be swapping out Persistent Factions by the Kingdoms Game, keeping the world. @archfan7411 |
Awesome! Just one minor thing: the games are |
Yeah, the thing is, GitHub convention pretty much uses hyphens, as perceived by me. So I just adhere to it and use |
At the risk of bikeshedding, |
Change made. |
This repo is a collection of different codebases, and as such, poorly manageable. Bugs stack up and we need to port every fix for MTG / factions etc here manually. So I propose that we:
This will mean quite some work at first, but will be extremely useful in the long term. We are running an outdated MTG with tons of outdated mods with many tweaks and fixes by us poured in, making it hard to merge.
The benefits will be great: Straightforward licensing, less work, easy updates, merging, new features, and finally being able to concentrate on our neatly separated PK code.
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