Check whether a mod changes only the client or the shared world
- Step 1: Read the mod page and label the mod client-only, server-side, or client-required; write down the loader, version, dependency, and configuration owner.
- Step 2: Launch a vanilla client against the server, then add the smallest supported mod set and repeat the same join test with the same world.
- Step 3: Compare the two results, keep the working profile, and remove client-required plugins from the crossplay test when the target platform cannot use them.
- Step 4: Launch once, inspect the log and expected plugin/config path, then stop if the clean profile no longer loads.

“Client-side” means the Mod runs on the player’s client, but it does not automatically mean that the Mod is safe for every server. UI, graphics, keybind, and local map-display Mods are commonly client-only; Mods that add items, creatures, world generation, or shared mechanics usually require matching files on the server and every joining player. Read the Mod release’s dependency and multiplayer notes before copying a DLL.
“Client-side” describes where a mod runs, not whether it is harmless. The useful distinction is what the mod changes, who must install it, and whether a clean client can still join the same server and world.
- Label each mod by loader, version, dependency, and whether every player needs it.
- Run a vanilla join test before adding the smallest supported mod set.
- Keep the crossplay test clean when the target platform cannot run a client-required plugin.
Roll back safely
- Remove client-required plugins from the crossplay test.
- Compare a vanilla client and server before changing five configs.
- Restore the last known-good mod list when the save fails to load.