anchoredinhell:

SEA SHEPHERD NEEDS YOUR HELP!

I am writing to you from the ship, in Lerwick, Scotland: I need your help to free our flagship vessel, the Steve Irwin.

On the afternoon of Friday, July 15, the Steve Irwin was detained in the Scottish Shetland Islands by the British courts due to a civil lawsuit brought against us by Maltese fishing company, Fish and Fish Limited. They are claiming damages for the bluefin tuna we rescued from their nets in June 2010, fish that we believe were illegally caught after the season has closed, without an inspector onboard, or any paperwork documenting the legality of their catch.

We have a legal firm representing us, and believe we have the necessary evidence to support our case. This lawsuit will also give us the opportunity to expose what we allege to be illegal activities by Fish and Fish and we will be aggressively defending the case on this basis. The protection of the endangered bluefin is vitally important to our oceans, and to humanity, because if the oceans die…we die.

Photo: Bill RankinPhoto: Bill Rankin

 Now, unless we post a bond for USD$1,411,692.87, the Steve Irwin will be held indefinitely and possibly sold. This would not only be a financial hardship for Sea Shepherd, but more importantly, it could prevent us from reaching the Faeroe Islands to protect pilot whales and threaten our ability to defend whales in the Southern Ocean Whale Sanctuary from the Japanese whaling fleet this December.

I urge you to help Save Our Ship today! We must urgently raise USD$1,411,692.87 to post bond. Gifts are coming in, but we have a long way to go. I urge you to send the largest gift you can today – your gift is incredibly important and will make a difference by helping us save the lives of endangered whales.

You’ve already helped save thousands of whales and untold numbers of other marine creatures, but unless we get our ship back soon, whales will die tragic deaths because of our inability to move this ship and protect them.

Please make a donation to save the Steve Irwin so we can return to sea and do what we do best – defend life in our oceans.

Never has the need for your help and support been any greater.

Thank you,

For our Oceans and for the Steve Irwin,

Captain Paul Watson

The maps!

notch:

I’m currently working on 1.6, which will be mostly a bug fix update. I will be going through bug lists (including the great one on the Minecraft wiki) and fixing as many as I can. There’s no set date for the update yet as I don’t know how long it’ll take to go through the list.

The only new feature that will appear is the mapping.

When you craft a map, you will be able to somehow select how “zoomed in” you want the map to be. It will be centered on the location where you craft it, and it will fill in as you explore the land. If you go outside the edges of the map, it will stop updating, so each map is of a specific area. (like real maps!)

Here’s a screenshot of a fully zooomed in map (good for town maps, for example):

And here’s a screenshot of a fully zoomed out map:

If you drop a map and someone else picks it up, they will be able to see your progress. You will also be able to (somehow) CLONE maps so that two separate map items link to the same map data. That means you can see what other players carrying the same map explores, and both you and them will show up as blinking dots or similar on the maps.

Currently, the map will only update if you’re holding it in your hands, but the map will kind of hide away when you’re looking straight forward. To see the map properly, you have to look down, thisly:

Any changes you make to the terrain will show up on the maps, but only once someone carrying the map gets near that area. In other words, you won’t magically get to see changes far away on the map.

At the moment the map doesn’t work at all in multiplayer, but that’s my next task. The code I write to support that will also be possible to reuse in the future for things like books and notes written by players, and possibly even custom paintings/hand drawn signs.

There’s a hard limit of 65536 unique maps per world, though, and I don’t think I can get around that without breaking the code very bad. I’m trying to figure out if the limit is high enough or if I should spend the time rewriting the code..