Issue description: Energy channels do not transfer energy consistently on multiplayer servers. It works sometimes, but most of the time it does not. The setup was replicated in singleplayer and would work flawlessly, and sometimes, in multiplayer, it starts working and transferring power as expected, only to stop doing so later on. (No XNet configurations were changed server-side or client-side.
Steps to reproduce:
This happens on a hosted server through shockbyte using ATM7's simple server file
Connect a tesseract (tesseract-1.0.25-mc1.18) to a powersource.
Place another tesseract and a controller beside one another.
Place an energy consumer within the network.
Place connectors on the tesseract, controller and energy consumer (such as an AE2 energy acceptor, integrated dynamics mechanical squeezer or immersive engineering accumulator).
Create an energy channel and extract from the tesseract at priority 100 and insert on any consumer.
This results in a functioning system in singleplayer, but not in multiplayer.
Troubleshooting steps attempted:
Replacing the controller
Making a new controller
Checking input and output sides of non-xnet blocks
Restarting the server
Removing and replacing the p[physical connector, its channel or its 'connector' in the GUI.
Using a router to forward energy (Does not work either, either due to the same issue or the bug where the router says 'too many channels' unless it is first connected to a wireless router).
Versions:
Minecraft: All-the-Mods-7-0.2.45 (1.18.1)
Forge: 39.0.88
McJtyLib: mcjtylib-1.18-6.0.10
XNet: xnet-1.18-4.0.4
Optifine was used. Though I suspect it is unlikely as it is not a visual glitch.
Issue description: Energy channels do not transfer energy consistently on multiplayer servers. It works sometimes, but most of the time it does not. The setup was replicated in singleplayer and would work flawlessly, and sometimes, in multiplayer, it starts working and transferring power as expected, only to stop doing so later on. (No XNet configurations were changed server-side or client-side.
Steps to reproduce: This happens on a hosted server through shockbyte using ATM7's simple server file
This results in a functioning system in singleplayer, but not in multiplayer.
Troubleshooting steps attempted:
Versions:
Optifine was used. Though I suspect it is unlikely as it is not a visual glitch.