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Disabling Telemetry on a Modded Client Without Breaking Other Mods

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Contents (3)
  1. Load Order Basics
  2. Testing After Adding Mods
  3. Server-Side Mods

Some players worry that blocking telemetry will conflict with mods that hook into the same events. In practice this mod is narrow, but a few habits keep your setup stable.

Load Order Basics

Place No Telemetry Mod alongside your other client-side mods. It does not need to load first or last for its core function, but if you use a mod that also touches the telemetry event, keep an eye on the log for conflicts. If two mods both cancel the same event, the result is usually harmless — the event is simply cancelled once.

Testing After Adding Mods

After adding or updating other mods, load a singleplayer world once and check the log for errors mentioning telemetry. If you see a crash tied to event handling, temporarily remove the most recently added mod and retest to isolate the cause.

Server-Side Mods

This mod is client-side. Do not expect it to change what a server collects about you through its own plugins. If a server runs its own analytics, that is separate from Mojang telemetry and this mod will not affect it. Read the server's rules if that matters to you.

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