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[Gameplay] - Incompatibility of multiple mods containing crafting recipes


outseeker

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Bug Submission:

Category: Gameplay

Issue Title: Incompatibility of multiple mods containing crafting recipes

Issue Description: When enabling multiple mods containing crafting recipes, clients are unable to craft anything added by said mods.

It appears to be an issue of clients crafting items by sending the sortkey of what they want to craft to the host.

The sortkeys of recipes apparently vary between clients, so we get a mismatch between client and host sortkeys, resulting in an inability to craft.

Steps to Reproduce: Enable a few mods that contain crafting recipes and have a client try to craft one of those recipes.

We've discussed the issue quite a bit amongst ourselves and there are an ever increasing number of awesome mods available, so I think it's about time to report this officially, to get this looked at by the Kleichamps.

http://forums.kleientertainment.com/topic/49699-using-globalmodmanager-when-adding-recipes/

I think moving from sortkey to something else more predictable like recipe name might be the simplest way, but any kind of fix would be really massively appreciated!

Another really simple minimally-invasive fix (that would still be susceptible to the occasional reversion to current behavior) would be to default a mod's priority to 0.[workshop id]. This would ensure that mods load in a consistent order, at least if they don't specify a priority already (which is most of them).

 

For example, this would mean Global Positions (workshop-378160973) has a defaulted priority of 0.378160973.

Any change deemed worthy to push by the Kleigods I would absolutely and thankfully greet <3

I've played hundreds of hours of don't starve and really need that extra freshness-keeping pizazz that mods provide. I think mods make games more valuable and playable several-fold, so it's a really important thing to bandaid ASAP, if not revise significantly (time and workload permitting of course)

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