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With the number of patches being created, it's becoming more apparent that multiple patches for the same area is starting to interfere with each other. This would:
Reduce the number of patches overall
As a follow-on effect of point 1, decrease the time the mod takes to re-compile at mod start time
Decrease the likelihood of patches colliding and interfering with each other
Reduce the number of duplicate Locators written for Insert patches
An example of this is EntombedPatch.BottledFlame_onEquip and LegendaryPatch.BottledRelic_onEquip both patching the same area. However, since the Legendary patch completely replaces the getPurgeableCards call, it seemed likely that it would prevent the EntombedPatch from finding and applying its instrumentation. I wasn't able to reproduce the behavior though. This specific instance is addressed by #405 but there could be other scenarios where some unintended interference is causing an issue.
The text was updated successfully, but these errors were encountered:
With the number of patches being created, it's becoming more apparent that multiple patches for the same area is starting to interfere with each other. This would:
An example of this is
EntombedPatch.BottledFlame_onEquip
andLegendaryPatch.BottledRelic_onEquip
both patching the same area. However, since the Legendary patch completely replaces thegetPurgeableCards
call, it seemed likely that it would prevent the EntombedPatch from finding and applying its instrumentation. I wasn't able to reproduce the behavior though. This specific instance is addressed by #405 but there could be other scenarios where some unintended interference is causing an issue.The text was updated successfully, but these errors were encountered: