#Why isn't my mod required by the client? What makes a mod client-side or server-side?
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no
server initializer is for dedicated server, so that entrypoint never gets used in singleplayer iirc
there's a difference between logical server and physical server
the server in single-player is just logical server
anything that causes the client vanilla client and modded server to not be in sync requires the mod to be on both sides
so like registering a new block, sending a non-vanilla packet, modifying code that gets called on both sides
check result of world.isClient(), or just log a message there and see if it prints twice from 2 different threads
it's generally a good idea to wrap the body of methods like that in common code with a world.isClient() check
if there's a reference to the world