Where the world runs
Config mode; not to be confused with the operation mode.
| World mode | What runs | Use |
|---|---|---|
ClientOnly (default) | the game with BeDD, singleplayer or LAN world; loopback only | most client mod tests |
ClientServer | the game + a Bedrock Dedicated Server (BDS) with BeDD's server mod at 127.0.0.1 | both sides scripted; the server's speed leads |
Remote | the game joined to a server without BeDD, reachable via allowHosts; speed not settable | servers you do not run |
Set it per clone before launch: BeDD.exe mod config <instance> --world-mode <mode> (also mod install). Remote
needs --server-host <host>, added to allowHosts when off the PC; --server-host '*' lets join reach any server.
Client + server
BeDD.exe server init s1 # %LOCALAPPDATA%\BeDD\servers\s1
BeDD.exe server start s1 --json # pid, port, portV6, url, token, dir, log
BeDD.exe mod config 1.26.60.05-1 --world-mode ClientServer
BeDD.exe launch --slot 1 --json # then: join 127.0.0.1:<port>
BeDD.exe server stop s1 # sends stop (saves); kills after 30 sThe server's WebSocket (kind: "server" in ps --json) takes ping, state, server, timescale, command
(Server target), e.g. {op:"command", command:"time set day"}.
Setting up a server
server init installs LeviLamina's server package with lip (downloaded to tools; brings BDS 1.26.60, ~100 MB) and BeDD's
server mod (mods\BeDD-server). Idempotent, one at a time per PC, never prompts.
| Flag | Default / meaning |
|---|---|
<name> | server; a folder under servers (BEDD_SERVERS_DIR) |
--port, --port-v6 | earlier ports, else the first free pair from 19140/19141 up (never 19132) |
--transport | nethernet (raknet fails: "Terracotta"): TCP server-port signaling, UDP 127.0.0.1:<port> (server-udp-ports). First join asks "Trust this server?" |
--server-ip | 127.0.0.1 (only this PC joins); '': all interfaces |
--online-mode | off; on: Xbox sign-in required |
--property key=value | any server.properties key, repeatable; BeDD defaults gamemode=creative, difficulty=peaceful, allow-cheats=true |
--set key=value | a server mod config key, repeatable: timeScale, trace, … |
server list shows folders, ports and state; server remove <name> deletes one. For parallel runs give each
server its own name (e.g. its game's slot) and omit --port.
Starting
server start <name> runs bedrock_server_mod.exe windowless (output: logs\console.log) and waits for the WebSocket
(--timeout, 180 s). Against firewall prompts it refuses a server whose mods\BeDD-server lacks BeDD's mod, holds
another, or sets "loopbackOnly": false, and stops it if the mod fails to load; server init sets
server-ip=127.0.0.1, LAN visibility off. --allow-firewall-prompt overrides (other PCs: --server-ip '').
Remote
BeDD.exe mod config 1.26.60.05-1 --world-mode Remote --server-host play.example.net
BeDD.exe launch --slot 1 --exclusive-signaling --jsonOnly allowHosts is reachable off loopback (No firewall prompts). With
--server-host '*', each join adds its host (join probe: allowHosts, anyHost); nothing else gets through. Online
sign-in servers need --exclusive-signaling (rules).