Prove the client/server boundary
- 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 and server-side mods create different responsibilities. A player can have a mod that never reaches the server, while a required client plugin can prevent another platform from joining at all.
- 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 before touching the main save
- 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.