No worries, but according to the page, all of the builds in question were on master. We did ignore them, since there were build/test errors, but just sayin' ...
Edit: Those aren't on master. Those are PRs on different branches that target master (meant to be merged to master if accepted). If you click the last failed build there it will link you to the latest automated PR by dependabot, which is in the failed state. https://github.com/MLG-Fortress/ExtraHardMode/pull/274 Spoiler Life is short, push to master But yea if you're automating off of a repo, you might want to pull on tags, not just latest commit. I follow trunk-based development with tags to denote releases - I don't do complicated git flow unless I have a need for such a thing, e.g. maintaining different versions, etc.
When I change the explosion power of ghast fireballs in the config, it doesn't change anything in game. I'm on version 1.16.5.
Think there was a similar discussion in a GitHub issue about other light sources. Idea behind extinguishing torches in rain is that they're cheap to make and easy to scatter around. Is this the same for candles? Similar considerations for caves as well. (And no I haven't played with the new stuff in 1.17 yet lol.)
Candles are not as easy to make as torches, as the resources are more difficult to acquire. torch = stick + coal candle = honeycomb + string But the logic is the same. A configurable option would be nice.
I think this is a healthy sentiment, I'm sure plenty of servers use specific parts of EHM because there are so many things that only EHM does well. For us, it's the environmental damage and status effects, mob abilities, grinder inhibiting, and a few other tidbits that we use to make our server more challenging without the 'higher numbers = harder' pitfall.
Yikes. So you really need to lean on RoboMWM to fix the build process, so that we get access to successful build artifacts.