fix: Should fix the disconnect issue when pretty much all existing spell packs are present in the game
Mods were registering spells on the client and server side in a different order (perhaps related to the OS), causing a mismatch in spell networkIDs. This will ensure that spells are sorted alphabetically and redistributes a new ID.
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@@ -20,6 +20,7 @@ import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryLoot;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellNetworkIDSorter;
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import electroblob.wizardry.util.SpellProperties;
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import electroblob.wizardry.util.WandHelper;
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import electroblob.wizardry.worldgen.WorldGenCrystalFlower;
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@@ -202,6 +203,8 @@ public class Wizardry {
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public void postInit(FMLPostInitializationEvent event){
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proxy.initialiseLayers();
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proxy.initialiseAnimations();
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SpellNetworkIDSorter.init();
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}
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@EventHandler
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