I can condense the file, but I have 48 sprites on it already (1680 frames) and it's conceivable I could one day reach a full 128 sprites, filling up the sheet in the order it's made currently. I'd prefer to maintain it as-is if I can. If I use reservedSpace: 5, will that work fine and I can keep the large spritesheet? I'd test it rather than ask, but the index 21000 worked fine and you say it's wrong, so I thought I'd better check with you even if it works on my end.
Breaking it into individual smaller sheets doesn't work; I did this with individual sheets of either 8 or 16 bullet indexes (280 or 560 frames) and I was unable to add more than 24 bullets plus an old 4 I already had as individual sprite images. So it worked fine at 980 total frames across 6 files, but not 1540 total frames across 7 files.
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I thought numbers greater than 1000 were fine. It seems to work fine when I use them. Most mods won't use more than a thousand, but some individual mods will, and anyone who combines several mods might wind up using more than a thousand total, especially resource-heavy mods. But the main reason I use high numbers is so that mod conflicts are less likely. I have been using index 600 as a standard for my mod. If everyone picks a different 100-range for their mod, then they'll usually work well together. In the event that both are in the same range, the person using both mods together can edit all of the hundreds-places of one mod to a different number. 21000 is just 600*35, so that the sprites start on index 600. I can use a lower value and I will if I have to, but as I said before, it seems to work fine. In this specific case, 21000 gives me the same results as 7000 or 385, both when it works and when it doesn't work.
I guess I'm asking: what's wrong with using higher numbers? Is it a problem if it works? Maybe if there's an underlying issue it causes, it should be made to fail so that a modder using such high numbers will change it before publishing.
Also: does reservedSpace mean that a mod's indexes are self-contained and are allowed to overlap with the same index numbers that another mod uses? I'm sure I've had this question answered before but I have forgotten.