you can, go into that file, change for example "frailness potion" = true to false and try to craft that potion ingame, recipe is awkward pot and rotten flesh, or better yet, add JEI so u can see that the recipe is still added even tho its turned off
i already do that, one line before i call the loadConfig method
And i think i already said this, but that was the only way i knew how to make the config files contents match the coded input.
Without it, the .toml files contents are added in a random order
Potion recipes, as in brewing stand recipe, not crafting table recipe
And for those (as far as I know) you use BrewingRecipeRegistry.addRecipe(base potion, ingredient, resulting potion), No JSON files needed
And I'm aware the server should be the only one aware of what recipes exist, issue is the client also generates its own config instead of getting the info from the server.
On that note, I looked around a bit more and apparently the issue might be that I'm running logical server code on a logical client.
The recipes in question are for potions with custom effects so I need to initialise them and add them to the recipe registry myself, I'm not turning off base game recipes