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Where the world runs

Config mode; not to be confused with the operation mode.

World modeWhat runsUse
ClientOnly (default)the game with BeDD, singleplayer or LAN world; loopback onlymost client mod tests
ClientServerthe game + a Bedrock Dedicated Server (BDS) with BeDD's server mod at 127.0.0.1both sides scripted; the server's speed leads
Remotethe game joined to a server without BeDD, reachable via allowHosts; speed not settableservers 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

powershell
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 s

The 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.

FlagDefault / meaning
<name>server; a folder under servers (BEDD_SERVERS_DIR)
--port, --port-v6earlier ports, else the first free pair from 19140/19141 up (never 19132)
--transportnethernet (raknet fails: "Terracotta"): TCP server-port signaling, UDP 127.0.0.1:<port> (server-udp-ports). First join asks "Trust this server?"
--server-ip127.0.0.1 (only this PC joins); '': all interfaces
--online-modeoff; on: Xbox sign-in required
--property key=valueany server.properties key, repeatable; BeDD defaults gamemode=creative, difficulty=peaceful, allow-cheats=true
--set key=valuea 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

powershell
BeDD.exe mod config 1.26.60.05-1 --world-mode Remote --server-host play.example.net
BeDD.exe launch --slot 1 --exclusive-signaling --json

Only 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).