You should store your git working copy somewhere else and change the directory structure to have your mod in a sub folder. Then, you can create a symlink to that folder inside server_mods.
I confirm it still doesn't works on Linux ... Do you know if a fix has been requested to Uber ? At least a symlink for mods & server_mods folders do work.
I've been preoccupied with other mod-related infrastructural work (which ended up being far more complicated than I originally expected), and haven't had time to work on scripting-related game-play features yet. Thankfully, another awesome Uber guy, Jorgen, has some bandwidth to help out on the modding effort too. So he's going to take a look at what's needed there so I can continue focusing on my part of the puzzle. This all happened within the past day or so. So give Jorgen some time to get up to speed; he can share his thoughts when he's ready.
Would it be possible for you to add some way for us to troubleshoot why server mods crash the server?
The answer to how to keep security reasonable and still have no barrier to mods is to have approved mods that show up as ALT-GAME MODE games or something similar along with the normal games and have the the button be "Show Beta Mods".
I think they should have an approved MODers list were the developers check out code and put it up in an in-game store. That way the security side is covered and both Uber and MODers make a bit of cash. It also keeps players safe and 'cheats' out.
any news on mod updates? I'm hoping to do some much more radical re-working than what's capable right now
This is the last bit of news we got on modding in general. https://forums.uberent.com/threads/...dding-1-0-and-beyond.62147/page-2#post-966332 Other than that don't know.