#Why isn't my mod required by the client? What makes a mod client-side or server-side?

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hollow minnow
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!!sides

dry haven
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no

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server initializer is for dedicated server, so that entrypoint never gets used in singleplayer iirc

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there's a difference between logical server and physical server

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the server in single-player is just logical server

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anything that causes the client vanilla client and modded server to not be in sync requires the mod to be on both sides

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so like registering a new block, sending a non-vanilla packet, modifying code that gets called on both sides

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check result of world.isClient(), or just log a message there and see if it prints twice from 2 different threads

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it's generally a good idea to wrap the body of methods like that in common code with a world.isClient() check

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if there's a reference to the world