For each mod, you make one instance of the main mod class for each game environment (client or server) in the same JVM. So a local 2-player game with an internal server would have 3 instances of each mod, while a dedicated server would have 1 instance and singleplayer would have 2 instances.
This reduces pains with regards to sidedness and having to keep track of it. Mods would just be able to use environment-global instances (accessed through Environment objects) without having to worry about it.
I believe @amadornes and anyone who has ever played with implementing wireless redstone would love this.
For each mod, you make one instance of the main mod class for each game environment (client or server) in the same JVM. So a local 2-player game with an internal server would have 3 instances of each mod, while a dedicated server would have 1 instance and singleplayer would have 2 instances.
This reduces pains with regards to sidedness and having to keep track of it. Mods would just be able to use environment-global instances (accessed through Environment objects) without having to worry about it.
I believe @amadornes and anyone who has ever played with implementing wireless redstone would love this.