breaks on servers
Closed this issue · 11 comments
Maaaaaaaaaaay wanna post a log when you are only running the bare minimum of mods required to reproduce the crash, as a precaution. There may very well be some conflict, even if it only occurs in multiplayer.
I'll do a bare minimum test and send it later
shorter
dropped a considerable amount of mods but probably not the bare minimum. If you want me to go shorter I can
I found that the non-host client cannot access to ServerWorld
. It's private and hidden in server unless I make a little server-side things to send it out. But this is not necessary for a pure client-side visual effect mod.
I'll disable pre-detect feature that depends on ServerWorld
on non-host client.
So you'll have it completely disabled?
Or maybe have it disabled for now until maybe adding a function to detect if the mod is being used between client and server? So like if you have it on your own world it'd automatically detect that and enable the feature
Yep, pre-detect feature only runs when you play with integrated server now.
Specifically, you need in single play, or be the host in multiplayer to use this feature.
Would it be possible to install this mod server side then?
But this is not necessary for a pure client-side visual effect mod.
Wasn't sure if you meant you weren't going to have it as a server side as well or leave it as is
However, if you want to synchronize the cloud between clients connect to a same server (This is a very attractive feature that few mods can achieve it), open a new issue and I'll considering and learn how to do it.😀