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Update docs/apworld_dev_faq.md
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
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@@ -64,5 +64,5 @@ However, because some games *did* start using things like `region.can_reach` ins
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This keeps almost all of the performance upsides. Even a game making heavy use of indirect conditions (See: The Witness) is still way way faster than if it just blanket "rechecked all entrances until nothing new is found".
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The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is simple: They call `region.can_reach` on their respective parent/source region.
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We recognize it's a pretty bad beginner's trap (heck, not even a "beginner's" trap, just a trap - even for experienced AP devs), and some games are very complex with their access rules.
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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.
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There is an open Pull Request that makes this behavior optional via a world class attribute: [Core: Region handling customization](https://github.com/ArchipelagoMW/Archipelago/pull/3682).
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