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1.5.0+1.21.10
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Required content
Changes
✨ New Features
Server support [⚠️EXPERIMENTAL]
- If both the client and the server have Player Relay installed, the mod should work between clients
- Players may still manually connect (
/connect) to an external relay if they want to see player info from another server - The server must have Ping Wheel installed for other players to send and receive pings
- Player Relay only relays Ping Wheel pings when connected to a P2P relay, not a server - it's Ping Wheel's job to broadcast the packets
Parties
- Server only feature
- Restricts player information to only members of the party
- Currently doesn't save when exiting world
Join codes
- Encrypts whichever connection address is provided
Address for connecting can be changed inGeneral->Host->Connection Address - Does not hide your IP address, only obscures it from being easily visible
New config options
- General
- Use Encrypted Join Codes - turn off to replace join codes (
j:DGcvwwreF ...) with addresses
(default:ON)
- Use Encrypted Join Codes - turn off to replace join codes (
- Client
- Use Resource Pack Icons - turn on to replace vanilla icons with the ones in your resource pack
(default:OFF)
- Use Resource Pack Icons - turn on to replace vanilla icons with the ones in your resource pack
🔧️ Fixes & Improvements
- IP addresses in logs and chat are replaced with fingerprints (
Peer<gt4dsf>) - Clients can now view their ender chest contents immediately on join, without needing to open an ender chest first, as long as the server has the mod installed
- Player list now updates every tick instead of every frame
🔃 Major Code Refactors
Large portions of the codebase were restructured to support client ↔ server communication
This should improve how Player Relay works internally, but may also introduce new bugs
🐛 Found a Bug?
Please report any problems you find to GitHub Issues
Optional dependencies
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| player-relay-1.5.0+1.21.10-sources.jar | Unknown | 154.81 KiB |
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:4vsSeMij:Ttk3pT9D"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4vsSeMij:Ttk3pT9D"
}

