You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Currently we have a few things that are defined globally but used per-world, mainly the texture atlas and some parts of config.cfg
This can cause trouble like clashing hot keys between modules that aren't even enabled and texture overrides taking permanent effect based on which modules are loaded first (load a module with an override texture, create a world, then create a new world without the override and it is still in place)
More stuff should be moved to the individual world directories, including that world's block atlas and maybe module-specific key bindings? That way you could have two modules that use the same hot keys but do not save them to the global config, so you could run two different worlds, one with each of the modules, and both work without causing key conflicts
Still needs to be a way to resolve conflicts when multiple modules are active and use the same keys, of course
The world texture atlas isn't defined globally, it is constructed per game. If you mean something else you'll have to elaborate.
I added a "fix" for keys already, in so far as existing key binding take priority over the default bindings of new module buttons. It is up to the user to bind these buttons then. I'm not sure if there is a better way to deal with this, except maybe having a chain of defaults from preferred to least preferred? Having module specific key binds in the world is a bad idea, because that will be pretty much all key binds eventually, and means you'ld have to set your keys per game.
Overrides is a legitimate problem, but it has nothing to do with per-world saved data. It has to do with proper asset cleanup.
Currently we have a few things that are defined globally but used per-world, mainly the texture atlas and some parts of config.cfg
This can cause trouble like clashing hot keys between modules that aren't even enabled and texture overrides taking permanent effect based on which modules are loaded first (load a module with an override texture, create a world, then create a new world without the override and it is still in place)
More stuff should be moved to the individual world directories, including that world's block atlas and maybe module-specific key bindings? That way you could have two modules that use the same hot keys but do not save them to the global config, so you could run two different worlds, one with each of the modules, and both work without causing key conflicts
Still needs to be a way to resolve conflicts when multiple modules are active and use the same keys, of course
Maybe related: #335, #799, #813, #607, #763,
The text was updated successfully, but these errors were encountered: