I'm preparing for next release and in that release I want to solve a problem where client side dimlets.cfg may be different from server side dimlets.cfg. To solve that problem the server is now considered to be the master. Basically what I did is to postpone creation of all known dimlet id's until after the player either loads a single player world or joins a server.
This is a fundamental change so I would like people to test this. The best way to test this is the following scenario:
- First on your previous version of RFTools:
- Make a backup of your world
- Start server+client or client (in case of single player)
- Drop down a chest and fill it with various dimlets. Make sure you remember what you put in it.
- Update RFTools to the test version.
- Start server+client or client again.
- Check the chest and see if it still has the same dimlets.
I'd like this to be tested on both client/server as well as single player.
The way craftable dimlets are made has also changed. The recipes are now registered properly at the time that they should which I think works better in combination with mods that work on the crafting system. However, in one of my test worlds I have a problem that the craftable dimlets (except for the digit dimlets) are not craftable for some reason. I cannot reproduce this in my dev and also not in one of my test setups with a server. But I can reproduce it in a big custom modpack that I made.
I don't know the reason for this yet but if you find that you can also not craft the craftable dimlets then I'd like to hear from you as well.
The latest version can be downloaded from:
https://drone.io/github.com/McJty/RFTools/files
Thanks a lot!