Do you need anybody for coding/GUI work? I volunteer.
Also, how does saving/loading work?
That would be great. For saving and loading chunks, it checks if chunks are "edited" during the culling routine (which is when chunks that are a certain distance from all players in the server are removed). If they are not edited, it just deletes the bricks, and then the simset. If they are edited, it saves bricks to a custom format as they are being deleted; the format is much like the .blb format, but doesn't take into account saving / converting colorsets or converting between UInames and datablock names (I thought that would be faster, since chunks can be saved and loaded quite often). For now, chunks simsets are given a method labeling them as being edited if a player plants a block within that chunk (based on snapping the brick's coordinates to the relative chunk's coordinates). I would also like to include periodic autosaving for chunks, instead of just saving when they are removed.
I may need help with the GUI eventually, but for now I could certainly use help with packaging functions for setting the chunks to edited (like for painting, apply settings with the wrench, hammering and wanding terrain bricks), as well as for finalizing the multiplayer scripts (chunks can take awhile to catch up as players explore the terrain, but if I set them to generate too fast then it may cause too much server-lag).
I love you ghost pls release
I'll try to release it soon lol, still got quite a bit to do thought.