Synchronised Blockstates
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🔍 Analysis
- 🏆 #272 of 909 fabric mods in this game by downloads
📋 About This Mod
# Synchronised Blockstates Modded multiserver setups can be... complicated. When you have multiple connected servers that all have different modlists, it's not uncommon for different servers to have mismatched blocks, leaving you with sights like this: !(https://cdn.modrinth.com/data/cached_images/b3a7df8fa1773b7c1e971d499c25df1f98535b5c_0.webp) Obviously this isn't ideal, so this mod takes the approach of synchronising all of the blockstates from the server to the client side when the player joins, allowing the client to compensate. For example, that same image with synchronised blockstates enabled: !(https://cdn.modrinth.com/data/cached_images/da65f5ebd6dd2159ebfc18749f663255f8ebbe93_0.webp) Note: if the client doesn't receive blockstate info from the server, it'll fall back to using vanilla states. This mod is still a W.I.P. and there are plenty of improvements yet to be made, but it *should* function for the time being. ## Configuration In lieu of a proper config at this point in time, Synchronised Blockstates has several behaviours that can be enabled or customised using JVM arguments or environment variables: * `-Dmod.synchronisedblockstates.dumpAllStates` * Client-only. * Accepted values: `true`, `1`, `yes`, `on`. * On startup, encodes all blockstates (using the same format as if it were sending a single, unchunked, state registry packet) and writes it to `<minecraft run directory>/synchronized_blockstates/vanillablockstates.dat` (note: not necessarily only vanilla blockstates, will also include modded blockstates if there are any modded blocks). * `-Dmod.synchronisedblockstates.ouputMissingStates` * Client-only. * Accepted values: `true`, `1`, `yes`, `on`. * When the client recieves a packet and remaps its local registry, outputs any mismatches between the client and server registries to `<minecraft run directory>/synchronized_blockstates/missing-states-<current time>.dat` * `-Dmod.synchronisedblockstates.propertyChunkingThreshold` * Logical Server only. * Accepted values: any integer, default `1024`. * Max limit on properties before the server starts chunking data before sending it to the client. Additionally, the maximum number of properties that can be sent in a single property chunk. * `-Dmod.synchronisedblockstates.blockChunkingThreshold` * Logical Server only. * Accepted values: any integer, default `4096`. * Max limit on blocks before the server starts chunking data before sending it to the client. Additionally, the maximum number of blocks there can be sent in a single blockstate chunk. * `-Dmod.synchronisedblockstates.stateChunkingThreshold` * Logical Server only. * Accepted values: any integer, default `32768`. * Max limit on blockstates before the server starts chunking data before sending it to the client.
# Synchronised Blockstates
Modded multiserver setups can be... complicated.
When you have multiple connected servers that all have different modlists, it's not uncommon for different servers to have mismatched blocks, leaving you with sights like this: !(https://cdn.modrinth.com/data/cached_images/b3a7df8fa1773b7c1e971d499c25df1f98535b5c_0.webp)
Obviously this isn't ideal, so this mod takes the approach of synchronising all of the blockstates from the server to the client side when the player joins, allowing the client to compensate.
For example, that same image with synchronised blockstates enabled: !(https://cdn.modrinth.com/data/cached_images/da65f5ebd6dd2159ebfc18749f663255f8ebbe93_0.webp)
This mod is still a W. I. P. and there are plenty of improvements yet to be made, but it should function for the time being.
## Configuration
In lieu of a proper config at this point in time, Synchronised Blockstates has several behaviours that can be enabled or customised using JVM arguments or environment variables:
`-Dmod.synchronisedblockstates.dumpAllStates`
Client-only.
Accepted values: `true`, `1`, `yes`, `on`.
On startup, encodes all blockstates (using the same format as if it were sending a single, unchunked, state registry packet) and writes it to `
`-Dmod.synchronisedblockstates.ouputMissingStates`
Client-only.
Accepted values: `true`, `1`, `yes`, `on`.
When the client recieves a packet and remaps its local registry, outputs any mismatches between the client and server registries to `
`-Dmod.synchronisedblockstates.propertyChunkingThreshold` Logical Server only. Accepted values: any integer, default `1024`. Max limit on properties before the server starts chunking data before sending it to the client. Additionally, the maximum number of properties that can be sent in a single property chunk.
`-Dmod.synchronisedblockstates.blockChunkingThreshold` Logical Server only. Accepted values: any integer, default `4096`. Max limit on blocks before the server starts chunking data before sending it to the client. Additionally, the maximum number of blocks there can be sent in a single blockstate chunk.
`-Dmod.synchronisedblockstates.stateChunkingThreshold` Logical Server only. Accepted values: any integer, default `32768`. Max limit on blockstates before the server starts chunking data before sending it to the client.
📊 Mod Details
- Game
- Minecraft Mods
- Author
- JoshieGemFinder
- Version
- 2.0.0+1.20.1
- Downloads
- 281
- Endorsements
- 2
- Category
- fabric
- Created
- 7/15/2025
- Updated
- 10/10/2025
- Game Versions
- 1.20.1
🔧 How to Install Minecraft Mods Mods
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❓ Frequently Asked Questions
Which Minecraft Mods versions does Synchronised Blockstates support?
The author lists 1.20.1. Other versions may work but are untested by the author.
What is the latest version of Synchronised Blockstates?
Version 2.0.0+1.20.1, published 2025-10-10 with 281 downloads recorded at the source.
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