Clean log and fix mod incompatibility#135
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| case "_fonts/tooltips/hair.png" -> CosmeticState.HAIR_COMP = comp; | ||
| case "_fonts/medals.png" -> LevelTimer.medalCharacter = character; | ||
| case "_fonts/medals.png" -> { | ||
| if (MccIslandState.isOnline() && LevelTimer.medalCharacter.isEmpty()) LevelTimer.medalCharacter = character; |
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this is certainly a solution, but it is also an edge case
i'm gonna take a look at it and see if there's a bit of a better, more concrete solution that won't make this susceptible to happening again with a different character.
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I'm going to have a similar implementation and extract the real characters without a dummy resource pack, which should negate the need for any changes on your end. I coded this as a quick fix since I can't release an update for some time. The medal is the only character I'm using that conflicts with IslandUtils.
On second thought, however, I think my pack loaded after because of alphabetical order, so other mods might potentially still cause similar conflicts. I tried to find a way to check the origin resource pack of the glyph but I got nowhere.
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Apparently I did something that can fix this issue a while ago, and I completely forgot about it:
You can read the actual font/icon.json file and parse it manually. The chances that another mod is also using the same mcc:fonts/icon.json identifier is incredibly low, so there should be no overlap.
Regardless, I fixed the issue on my end, and I will upload an updated version soon.
Almost did it before the release, oh well...
All this does is clean the log up a little, the warnings are spammed whenever the resources reload, which happens a lot on Island. Not sure if there's a better way of doing this, it's just the way I previously did it.