From 153f454fb8881449adad0d41e6d24b2760f42519 Mon Sep 17 00:00:00 2001 From: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Date: Thu, 5 Sep 2024 21:22:36 +0200 Subject: [PATCH] Update docs/apworld_dev_faq.md Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --- docs/apworld_dev_faq.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/apworld_dev_faq.md b/docs/apworld_dev_faq.md index 2acb42836f..672d08e49b 100644 --- a/docs/apworld_dev_faq.md +++ b/docs/apworld_dev_faq.md @@ -64,4 +64,4 @@ The reason entrance access rules using `location.can_reach` and `entrance.can_re We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition, and that some games have very complex access rules. As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682) being merged, it is also possible for a world to opt out of indirect conditions entirely, although it does come at a flat performance cost. -It should only be used by games that *really* need it. For most games, it should be reasonable to know all entrance->region dependencies, and in this case, indirect conditions are still preferred because they are faster. +It should only be used by games that *really* need it. For most games, it should be reasonable to know all entrance → region dependencies, and in this case, indirect conditions are still preferred because they are faster.